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D&D - X7 - The War Rafts of Kron (TSR9079) (lvl 9-12)

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Published by Capn_Ragnar, 2023-01-22 00:37:50

D&D - X7 - The War Rafts of Kron (TSR9079) (lvl 9-12)

D&D - X7 - The War Rafts of Kron (TSR9079) (lvl 9-12)

Keywords: Dungeons & Dragons,DnD,TTRPG,TSR

Editor: Anne C. Grav G raphic Designer: R~th Hoyer Cover Artist: Larry Elmore Interior Anist: Jeff Butler Cartographer: Da'e " Diesel" Laf orce nU~Gt:O~S & l>RAGUNS .md t>&ll our "'tinrn:d mw:lr-1m1rb o~ncd b~ TSR. Inc lll\tnhutrtf 111 thr buol er...W m &hf' UnitttJ 'il.ltn lnr k..tuJum ~ In( 1tnd in C1mmh b" lbnJum 1100"4: nt C"n.a.J.o. Ud Outnbutcd ttJ rht' toy ~nd hobby m1dr b~· n:-gtou.iJ dutnLutcu I lo· onbmtd In ohc 1Jn11..,J i.u111•~11t1 II) T~R (IJKI l.t•I 11'i• mudul<" ia protcne'd undu 1hc tcJP"n~bt lawt ut 1}11.; l'nncd 'Ulltl hf Anu'T1c.1 Au~ "'l"'"lun1on or achtr- um1u1hnnTrd uw- u• tilt marC'n;aJ ,..,. illITW'()rk nmt.tt.t"'-d hrn-1n ,,, pmh1hu~d wnh11u thr ""l"c:u wr1urn prrmhi•m ol T~R. lnt TSR, Inc. POB 756 Lake Gecncvn. W1 53 1H TSR (UK) Led Thr Mill, Rmhinore Road Carnbrid'l'e C B14AD lJnict'd Kingdom TSA, Inc. ISBN 0-88038- 11 +-0 Expert Game Adventure by Bruce Nesmith CONTENTS Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 The Adventure Pany . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 New Rules For This Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 The Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Minrothad .............. . .. . .......................... . .. . ....... . .. _ . . . . . 4 Suthus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Kron ............................... . . . .................................. 11 Colhador .............................•........•.......................... 19 New Monsters ........ . . . . . .... . ........................... .... ... . . 29 Magic Items ............................................... . . . .... . . 32 Preroilcd characters ................................................. 32 LIST OF MAPS Colhador ..... . ............................................................. 15 Hadric"s Realm: First Level .................................................. 16 Hadric·s Realm: Second Level ................................................ 16 Hadric's Realm: Third Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ..... 17 Radric's Realm: Fourth Level ............•..•................................ 18 Kron . . . . . . . . . . . . . . . . . . . . . ...................................... Inside cover Kron : The Palace Grounds .......................................... Inside cover Sothus . . . . . . . . . . . . . . . . . . . . . . . ................................... Inside cover Sea of Dread "Underwater Map" .................................... Outside cover 9079


INTRODUCTION THE WAR RAFTS Of KRON The War Rafts of Kron is an ocean and undersea wilderness adventure Before beginning play, read the entire adventure carefully to become completely familiar with it. Much of the infonnation given in the encounter descriptions is for your use only. Reveal this information to the players at your discretion. Use your imagination when describing encounters to the players. If an area description is not given in an encounter, make up your own, based on whal you know about the area and what you sec on the maps. There arc three areas of adventure· the coral city ofSuthus, the raft city of Kron, and the sunken city of Colhador. Each area has 1lS own encounter descriptions, wandering monster tables, and maps. The Adventure Party This adventure is designed for a pany of 4-6 characters of levels 9-12. Although a haJfling may reach only the 8th level according to the rules, an 8th level halfung will enjoy the adventure if he has a powerful magic Hem. The parry should have a total of 40-50 levels (45 is best) The pany should have at least one magic-user or elf and at least one cleric You may wish to adjust the nrength of cenain monstt'~ and c:ncounten., based on the ab1li· ttes of the party. B<- sure to give the characters a good chance of survival Try to be impanial and fair, but give the characters the benefit of the doubt in ex1n-mely dangerous situations. However, if the players insi!lt on taking big risks, they must be willing to pay the penalty. New Rules For This Adventure Much of this adventure takes place in the murky waters of the ocean Ooor. Because activit) underwater is different than on land, you will need some new rules. lf a rule is not mentioned here, assume that the: spell, item, or action works normally underwater. Use common sense. If what is written does not apply to a cenain si1ua1ion, think about it for a moment and then decide what would really happen . Healing Ira character rests for an eniire day, he heals one hit point lf he docs not spend a major portion of the day resting, he does not heal at all. Drowning lf a character cannot breathe, he suffocates and dies. A character can hold his breath for three rounds if he 1s active. If he takes no actions, the character can hold his breath for six rounds. After that he begins to drown and in three more rounds is dead. However, his body has suffered no points of damage. 2 Underwater Movement and Actions A normal person cannot move or fight as well underwater as he can on land. He is -4 to hn with any weapon such as a sword or axe. Missile weapons arc only -I on hit rolls, but they have only half their normal range. A normal person moves slower underwa· tcr. The Underwater Movement Table shows the speed the players may move underwat<'r The table has a Sink/Rise column which Underwater Movement Table Eneum· Move Swim• Siok/ bra.nee Rise up to 250 60'(20') 90'(30') Rise 10' I round 251 • 300 45'(15') 60'(20') No movement 301 • 400 30' ( 10') 30'(10') Sink 10' I round 401 . 800 30'(10') 15' (5') Sink 20' I round 801. 15' (5') 0 Sink 30' I l,200 round 1,201. 15' (5') 0 Sink 40' I 1,600 round 1 ,601 and 0 0 Sink 50'/ up round • Swimming ralc$ for outdoors and indoo"


shows how fast a character sinks or rises underwater. If a fighter with plate mail, a sword, and a shield falls into the ocean he sinks 20 feet per round because he has '660 coin weight of encumbrance. If he removell his annor and shield, he rises 10 feet per round. If a character is swimming, add or subtract the swimming speed from the sinking or ris· ing s~cd. ~or example, a person carrying 350 coin weight of encumbrance sinks 10 feel per n:>und if he does nothing. rr he swims, he can either stay even by swimming upward or swim downward 20 feet per round. If he swims horizontally he will sink IO feet per round while moving 10 feet per round. When the players are on ships on the high seas, you will need sailing rules found on pages 4-2-44 of the revised 0&1)$ Expert rules. Light Seeing underwater is more difficult than seeing above water.Just under the surface of the water a person can sec 500 feet with naturaJ lighting. For every 100 feet below the surface, the range of vision is reduced 50 feet. A per· son 1,000 feet or more under water is in com· pletc darkness. A light or beacon can be seen only half as far away rui normal and can illuminate an area only half as large as normal, regardless of the depth of the water. Sound Noises travel farther underwater than in the air. When describing events to the characters, all sounds should be much louder and a little dis.coned if they are underwater. Navigators qune often use sound instead ofligbt for navi· gation underwater. Writing Underwater Normal ink smears underwater. Normal documents and writings become indecipherable in two lums. This includes maps, but not magical writings. If the parly wishes to ruap the areas they investigate underwater, they must use a different system of mapping. Spell Casting Underwater IL is impossible to speak clearly underwater. Unless a cleric or magic-user bas waccrbreathing (either through the spell or a magic item), he cannot cast spells underwater. Even if a cleric or magic-user can breathe undcrwarcr, some spells will have strange results or side effects underwater. Do not tell the party what the effects of the spellll are underwater. Let them discover the effects for themselves. Any spells not listed below are not affected by being underwater. CLERIC SPELLS First Level Purify food and water: This spell removes the salt from sea water and makes ii drink· able. Fourth level Crearc waccr: This spell creates a spring in the ocean floor. However, because it is underwater ~en: is no noticeable effect. The spring water 1s polluted by the salt of the sea water before anyone can drink it. Sticks to snakes: The snakes drown in 4 rounds. Fifth Level Create food: The food is imm1.-diately polluted by salt water. However, it looks edible. If the characters eat any of the food , they must save vs. paralyzation or become vio· lently ill for 1 ·6 turns. Insect plague: The insects immediately drown. However, Lheir bodies make an obscuring cloud. MAGIC-USER SPELLS Third Level Fire ball: This spell does only half damage underwater. Fly: This spell allows the adventurer t0 fly or swim underwater at 360 feet per rum. Lightning bole: Because salt water is a good conductor of electricity, lighming bolts act as area effect spells. Any creature within 20 feet of the point where the spell is cast, takes 1-6 points of damage per level of the spell caster. A successful saving throw means the victim take.~ only half damage. Water breathing: This spell also allows the adventurer to speak underwater without penalty. He does not need to drink anything as long as he stays underwater. This spell does not protect a player if the water is poisoned or polluted. Fourth Level Ice scormlwall: The wall of ice works nor· mally except that ic must be braced from above because ice Ooats to the surface. Remember that many sea creatures will sintply swint around or over the wall. Jee storm also works nonnally except that the damage it docs is 1-8 per level of the caster ralher than 1-6 per level of the caster. Ice storm does not affect water currents flowing into or out of it. Massmorph: The affected creatures appear to be clumps of kelp rather than trees. INTRODUCTION Polymorph self/other: Any character changed into a fish or other water-breathing creature g-.tins the ability to breathe water. Wall of lire: This spell covers only half its normal dimensions, 600 square feel. It prevents creatures of2 hit dice or less from pass· ing through it. Fifth Lenl CloudkiJJ: Tltis spell works normally. The vapors poison the water, makmg any creature that breathes water susceptible to its damage. It noats with lhe currents. Conjure elemental: Air elementals must maintain contact with air while underwater. If they arc ordered to break contact with air treat it as a loss of control over the elemental'. If an air elemental is conjured from bubbles, it is 1/2 hit dice, does 112 damage, and saves at 112 its nonnal level. Earth elementals must maintain contact with the earth (ocean noor). [f they arc ordered to break contact with the earth treat it as a loss of control over the elemen1~. Fire elementals lose 2 hit dice (as energy drain) each round they spend underwater. Water elementals are invisible as long as they are underwater. Because fighting creatures arc immersed in water, the elemental almost always inflicts I ·8 points of extra damage. Sixth Level Lower water: This spell works normally. However, if the caster is on the ocean floor, he will not notice any effect cxcepl for a possible change in light. The surface of the sea will be 1/2 as far away. Magic Items Porion of gaseous form: This potion works nonnaJly except that the adventurer appears as a large cloudy bubble. Scrolls: Because they arc magical, scrolls work normally underwater. The magical writing will not smear. Sword •1, flames on command: This sword is only •2 against plant and undead creatures while underwater. Normal Items Wbci:' any party member attempts to use a normal Item underwat.er, consider its condition after it is submerged for long periods of time. For the purpose or this adventure and other underwater adventures, metal objects will not rust enough to affect their performance. A sword develops a thin layer of ruSt in a few days underwater, but is not significantly harmed unless it is underwa1er for a month or more.


• THE ADVENTURE Many weeks ago the guild masters of the island of Minrothad put out a call for advenrurers of great skill and renown. The Minrothad guilds are offering small fonunes to artract adventurers of gre<1t ability for a speciaJ quest. As you make your way 10 the island kingdom, you hear many scrange talcs. Some say that Minrothad is beset by the Empire of Thyatis to the east, an empire known for its destructive ways. Others daim chat the guild masters are being driven to ruin by a roving band of pirates. One innkeeper even insists that the guild masters arc searching for the mythical Hom of the Sea God. You spend three frightening days at sea before reaching Minrothad. Each night of The isle of Minro1had is divided into many small baronies. The baronies form trading guilds, each having its own plot of land. The family-owned guilds have much vicious pol it· ical dissension among them. The ci1y of Minrothad is a neutral tcrri1ory where the guilds can meet and trade. The adventurers can purchase anything on the open market that is not 1nagical. For every 1,000 gp they spend. there is a 10% cumulative chance that a thief of 2nd co 8th level of experience (2d4) will auempt to relieve the adventurers of the burden of their gold. The merchants of Minrolhad will not sell magical items to foreigners. Some exceptions cxisc for lhe purpose of this adventure, such as potions of swimming (sec New Magic h ems), and po1ions of wa1erbreaching(as the spell). A maximum of one p1>1ion per mem· ber of the parcy is available for 8,000 gold pieces each. This is the starring bid, bu1 most merchants are willing to settle for a mere 4,000 gold pieces per magical item. However, if the advenrurers ask co buy any other magical items, a merchant will offer a fake for an incredible price. If the advenrur· ers discover that lhey have been deceived and call ou1 the guards, the locaJ authorities will always side wii.h the merd1an1. Because Minrothad is an island, the party must set sail sometime. Three days af1er the character.; meet the guild masters, the debris from a merchant vessel washes up on the shore of the island. If the characters have not left I.he island by then, the guild masters sue· cumb to public pressure and threaten to deporc them unless they leave immediately. the journey, strange lights danre silently over the water in the distance. Whistles and screeches pierre the quiet rhythm of the waves. A hollow, abandoned feeling seitles like a blanket over your parry. Once on the island, the guild mas1ers subject your party to seven days of rigor· ous tests and trials. Now your party stands alone before the guild mas1ers of Minrothad. All other advenrurcrs were found lacking. The gwld masters explain that sea trade has been horribly disrupted. Many ships leave port never to be seen again. Occa· sionally a masthead or a body washes up on the shores of the island. And now, a visiting princess from the Kingdom of lerendi has disappeared along wii.h one of r11NROTHAD The High Seas As soon as 1he ships are 24 miles {one hex) from 1hc isle of Minrolhad, they are attacked. Twenty trained water 1ermites attack each ship, gnawing through the hulls. War Raft Raid A grating sound stabs the air from below the deck, WI ifthc ship is being tom apart. An instant later, a dozen small wooden ships puncture the surface of the sea about 120 feet away and begin circling the ship. Each ship is about 5 feet long by 2 fce1 wide. The ships skim rapidly across the surface of the sea without sails or rowers. The ship has been attacked by salt water 1er· mites. Salt water termites (20): AC 5; HD 1-; hp 18; MV 180'(60') swimming; NAT I bite; D 1·6; Save F3; ML 11; AL N Temtite squad tritons (4): AC 6: HD 5: hp 24; MV 150'(50') swimming; NAT I spear; D 1·6; Save Dl 1; ML 9; AL N First level spells: charm person, magic mis· sile Second level spells: invisibility, web Third level spdl!: dispr!l magic The waler termites cause 20 hull poincs of damage per round for four rounds before leaving. Four tritons each control five leashed water termites. The water termites have had their ink sacs removed so they do not spray Uleir ink and obstruct the sight or the tritons. Each tri1on is armed with a spear. 4 chc ship~. The guild's masters olTc:r you a small island (six square miles) nexc to Minro· thad if you can rrscue the princess and dis· cover who is pirating their ships. They also offer a small sailing ship (75 hull points) wi1h a crew of 10 and a cap1ain for your use. The ship is fully provisioned, including food, water, and bows and arrows. The ship is yours to keep, bu1 lhe captain and sailors belong to the Minro· thad navy. The guild masters give lhe characters any· thmg the characters need for the journey 1ha1 costs under lOO gp. The guiJd mas1ers do no1 spend more lhan 1.000 gp lOlal The guild masters have no more useful information. The leader of each water temutc squad has a red banner tied to his spear. If attacked. the tritons pull the water termites a\\ay from the ship and have them auac:k their opponent. The tritons will all cast a chann person spcll at ll1c firs1 opponunity. The small wooden ships arc war rafts that pirate for the city of Kron. Each raft is the shape and size of a smaJJ rowl>oal with thC' back side missing. Each war raft is manned by a triton. In one hand is a spear, in thC' other are four reins which pass through a ring in the prow of the raft and down under the water. ln the war raft are four other spears. The war rafcs are each pulled by four sea horses. Giant sea horses (4-0): AC 7; HD 4; hp 20; MV 150'(50') harnessed swimming; NAT l butt; D 1-8; Save F2; ML 8; AL N "fri1ons {I 0): AC 4 (2 for missiles); HD 5; hp 25; MV 150'(50') on war mft; #AT I spear; D 1-6; Save Dll; ML9; AL N First level spells: charm person, shield• Second levd spells: de1ecr invisible", im'isi· bility Third level spells: lightning bo/1 • Already cast One of the war rafo is ornately carved. The spear or its triton rider has a bright green banner tied to it. He is the captain of these war rafts. His raft is pulled by two giant stur· geons. If the 1ermites are unable to sink the ship, the captain will submerge and anack the hull with his war raft sturgeons. They each do 2·8 points of damage per round.


Giant sturgeons (2): AC O; HD 10•2: hp 50. MV 150'(50') harnessed ~w1mmang; •AT I bite(1:an swallow}: 02-12; Save F5: ~IL 9: Al ;>. Tn1on rnp1ain AC I {2 for mi~ilcs) , HD 6, hp 10: MV 150'(50') on war raft: #AT I spear; D 1-6; Save DI I; ML 9: AL N First levd spells: magic missile. shw/d • Second level spells: detect invisible .. "'' isi- /Ji/1t} Third ll"vel. dispel magic, ligl1Cning IX>lt • Already cast Each round, live war rafts pass wilhan :lO feet of the ship Eath triton throws d spear (50%} or casts a spell at any visible figures on the ship. The 1n1<>ns never cast their la!>t ~pear The mtons take prisoners 1f any remaining people on the: ship are subduC'd If there is i.t ill resistance after 1he ship 1s completely sunk, they lecave the remaining ship mcmbcri. LO drown. Any prisoners are taken to Kron since they arc air brealhers. If the ship smks, the tntons swun away underwater They return in t"-O day:. w sal· vagc the wrerk on the ocean floor ~veral pieces of wr«kage remain floating on thl' 'ur· fact- The adventurers can hold onto tht-m and remam floating. Remember to check 1f any character in the water sinks. Tht' trnons know t.he locauon of 1he1r city and of Kron . However, Lhcy do nm n·vt-al this or lend the pany to either location unh:s:. THE ADVENTURE - MINROTHAD charmed or coerced. Wandering Monsters at Sea If the pany spend' any sign1fican1 time on tht' hi~h seas, random enrnuntcrs are possible. The table al nght 1s used for S"urface encoun· ters. There 1s a 1/3 chante of cncounler every J 2 hours. Chct:k om:c m the morning and once in the afternoon Some monsters encountered will not bt· interested in the pany. Use your judgment 10 decerminc if the panv is attacked Storm Giant If the triton~ leave the party to drown, Koom, the storm giant, appc-ars I le can save the life of any character who ts 'inking or drowning. The water ahead begin~ w froth Small waves ripple on the surfore of 1 he sea as a yellow mMs rises out of the water. A huge human head flashes a glcammg smile from a bronze colored face. Storm giant (I): AC 2, llD 15 .. ; hp 70, MV 120'(40') swimming, #AT I • special, Save Fl5, ML 10, ALL \'\'hen Koom surface~ (only his ht'ad and chest will ever be above 1he wa1er), a storm begins 10 bn:" If 1he pany auacks him, he lighti. back. lf he loses haJr or more of his htt points, he dives into the water and does noi resurface. 5 Koom 's intentions are good He witnessed the atta1·k of1he 1riton.o; and wishes 10 oITer his as~is1anct- 10 the pany If 1ht' party befriends Koom, he calls his undersea boat (see New Magic Item:.) and offers 10 take them to his underwater ca,;rle. He tells the charac1ers 1ha1 he may have some useful gffts for them, but says nothing more until they arrive at the casue. Koom 's undersea boat works by command words which he whispers. None of the pany members arc able Lo hear them, so if Koom is not in tlu~ boat, tt can't be used. Tht· boa1 tra· vcls 36 mi)('s in a day, or 3 hexes every 2 days. Tht'rc may be underwater encounters alonl{ che way, but do no1 allow Koom to die an any of' them. Underwater Encounters Cht'ck once in th<" morning and onct' an thl· aftt'moon for random monster cncounacn1. There 1s a 1/3 chance of an encounter When 1here 1s .in cntounter, roll a morale check for 1ha1 creature. If 1he creature Caih, it docs not botht•r 1hc r>any. Wandering Sea Monster Encounter Table (0-250 fttt) 2d6 Encounter 2 Dragon tunic 3 Whale, roll ld6 1·3 Sperm 4-5 Killt>r 6 Narwhal 4 Sailing ship (25% pirates) 5 Jdlyfish, roll ld6 1-4 Marauder 5-6 Man·O·War 6 Sharks, roll ld6 1-3 Bull 4-5 Mako 6 Great whllc7 Plankton or seaweed bed 8 Dolphins 9 Termite, salt water 10 Green slime • I J Sea serpent, roll ld6 l ·4 Lesser 5-6 Gl"eater 12 Squid, giant • Grct:n slun<" u indmingu1shable from ;1 pldllklon bt-d •I dl\t.1n<t·• of f-0 fccr or gt't'aur. Koom ts Castle The ~torm giant's castle is a small, but plu1h residence There at"e no hostile encounters


THEADVENTURE-MINROTHAD Underwater Random Encounter Table (250-1,000 feet) 2d6 Encounter 2 Hydrae, Sea 3 Undead, roll ld6 J-3 Zombies 4-5 Wights 6 Wr-aitb 4 Eels, roll 1d6 1-4 Electric 5-6 Giant electric 5 Octopus, Giant 6 Sharks, roll ld6 J-3 Bull 4.5 Mako 6 Great white 7 Fi!h, roll ld6 I ·3 Giant bass 4·5 Giant sturgeon 6 Giant rockf1Sh 8 Dolphins 9 jellyfish, roll ld6 I ·4 Marauder 5-6 Man-0-War 10 Mama ray, roll ld6 J-4 Nonnal 5-6 Giant J 1 Whales, roll I d6 1-3 SpeTm 4-5 Killer 6 Narwhal 12 Sea serpent, roll ld6 1-4 Lesser 5-6 Greater planned for this area, so there arc no maps. You can add to this adventure by designing an underwater castle for Koom and populat· ing it. Koom has 16 giant crabs which guard the palace. Giant crab ( 16): AC 2; HD 3; hp 14; MV 60'(20') swimming; NAT 2 pincers; D 2- 12/2-12; Save F2; ML 7; AL N Ahead is a single story building with a solitary tower rising from the far side. The sea floor disappears just pa.st the building. The tower looks out over the cliff which extends as far as the eye can sec. The other side of what appears 10 be a chasm is not visible. Once the party is inside the castle, Koom gives a vial containing a small golden fish to each member of the pany. He teUs them that by swallowing the magical fish, a person will be able to breathe and move underwater with no penalty for one day. The character can swim at the same rate as he moves regardless how much weight he is carrying (a character with over 2.400 encumbrance cannot move, therefore he cannot swim). Koom also offers to return the sailors and captain or the ship to Minrothad. Koom talks freely about the landscape and gives the characters the following instrucrions to Suthus if they ask. Follow the sea cliff west until you reach the sunken city ofColhador. Do not emer the city, for an ancient evil lives Lhere. From there, swim due south and upon reaching the lone sea mount, rum eastward. Swim cast for a few days to reach Su thus, citadel of the tritons. Koom will not go with them or explain what the ancient evil might be. ((the pany asks for directions to Kron, Koom tells them the following. Kron floats upon the sea, its position is everchanging. Set sail to the south for two days. The friends of the ocean, the dolphins, know where Kron is. If you befriend a dolphin, he will lead you to Kron. If the party asks him, Koom sells them his undersea boat in return for a major magical item or 10,000 gp. If the characters search the boat, they find a small cabinet with a potion of watc.rbn:athing for each member of the pany. Underwater Encounters After leaving Koom 's castle, the party m1vcls through the ocean. Depending upon the depth of the water, use one of the previous tables or the table shown below. Check once in the morning, afternoon, and night if the pany camps in the open. The party has a 113 chance of an encounter each r.imc a check is made. Sunken Ship At any point in the adventure, the party can discover this ship. A sunken sailing ship looms ahead. The second of its three masts lies broken at the base on the ocean floor nearby. It.s keel is shattered, leaving a gaping hole in irs side. The ship is a large sailing ship. lts deck is a lair for six sea snakes. The inside of the broken vessel is the lair of a wereshark. Sea Snakes (6): AC 6; HD s•: hp 12; MV 90'(30')swimming; #AT l bite; DI• poison; Save F7; ML 7; AL N 6 Weresbark as shark ( 1): AC 4; HD 4" ; hp 19; MV J80'(60')swimming; #KI' I bite; D 2- 12; Save H; ML 8: AL C Wereshark as triton (1): AC 6; HD 5; hp 22; MV 120'(4-0')swimming; #AT I dagger; D J-4; Save Dl I; ML 9; AL C Spells: The triton has lost his spell book and has no memorized spells. If the characters enter the ship, they discover a slartled triton. The bones of many creatures are strewn about the place. The triton aces frightened and begs for mercy. If asked, he cells che advenrurcrs all abom the defenses of Suthus. As an exile oft.hat eicy, he knows lhe defenses well. He travels with tbe characters if they ask. Once befriended, he waitS for the best Lime to change into a shark aad catch the characte.rs unaware. Hidden in the ship is the wereshark's horde which contains 9,000 cp, 4 gems, 2 pieces of jewerly and a wand of enemy detection (5 charges). Underwater Random Eooounter Table (l , 000-2,000 fut) 2d6 Encounter 2 Undead, roll ld6 l-3 Wights 4-5 Wraiths 6 Spectre 3 Gray ooze 4 Whales, roll ld6 1-3 Sperm 4-5 Killer 6 Narwhal 5 Manta ray, roll ld6 1-4 Normal 5-6 Giant 6 Eel, roll 1d6 1-4 Electric 5-6 Giant electric 7 Fish, roll ld6 1-4 Giant sturgeon 5-6 Giant rockfish 8 Octopus, Giant 9 Skeletons 10 Sharks, roll ld6 1-2 Bull 3-4 Mako 5 Great white 6 Wercsbark J I Black pudding 12 Gargantua


Suthus is the city of Lhc tritons, a city made entirely from dead coral cut from distant reefs. Prompted by their love of beauty and music, the 1n1ons made the entire city a natural musical instrument. As the water currents flow through the coral of the city, they crcale a complex rhythm that can be heard twelve miles away. A huge building made of different types and colors of coral covers this side of the city. Out of each of the six comers rises a shon tower. A1op the rowers are bright lights which illuminare the enure city. ln each of the siJC 4-0-foot towers of the city, large glow worms light the city. Their glow can be seen up to five miles from the city. The tritons use a combination of light and sound to navigate when they are close to the city. The city is very small, only 500 to 600 feet arross and rises 20 to 30 feet from the sea floor Border Patrol The triron~ patrol the border of their citystate, but never leave sight of rhe towers' glow At any ume after the party can see the glow from the towers and before they get within one mile or the city, a border patrol spots the party. A patrol con5ists of three tritons mounted on giant sea honics. Each triton is armed with a spear. An invisibility I 0' radius spell keeps the triton and his sea horse invisible. Giant sea horse(3): AC 7; H04; hp 17; MV 180'(60') mounted swimming; NAT I burt; 0 1·8; Save F2; ML 8; AL N Border patrol tritons (3) AC 6 (2 if invisi· ble), HO 5, hp 30; MV 180'(60') mounted swimming; #AT I spear, 0 1-6, Save 011; ML 9, AL N First level spells: magic missile, shic:ld Second level spells: detect im•isible, ESP Third Level. 1nv1s1b1lity JO ' radius•, mfravision • • Already cast Suddenly a triton appears astride a giant sea horse. "Identify yourself and your business in Suthus," he demands. He waits paticnlly for an answer. One patrol member, still invisible, bas a horn. ff the par1y auacks them, he blows the horn which aleru the guard an Suthus. SIJTHIJS The City Su thus is a twisling maze of tunnels and small rooms. Mapping of any sort i, almost impos· sible. If the pany swims through unguided, let them choose 10 go only righr, left, or straight at each junction. The interior of the city is as beautiful as the outside. The color and shape of the coral walls constan1ly cl1anges. There is no floor in the c;oral tunnels or room!. Since the lritons swim insread of walk, the floor of a chamber or passageway 1s just another surface. An» character walking on the sculpted coral floor moves at half speed because of the uneven surface. The lritons have taken full advantage of their coral city. In every wall there arc several murder holes. These arc small openings that permit arrows to be shot or spears to be poked through. These holes arc vinually impossible to de1cct. Even elves have only a 1/6 (I on ld6) chance of finding them If the city is alened to intruders, each round there is a 1/6 chance that the party is ambushed using the murder holes. The pany is attacked with 1 ·4 arrows a.nd I ·4 spear thrusts. Treat the auackers as 51-1 0 tritons. Many of the rooms on the map are not numbered Each of these rooms has a 1/3 chance of having I ·4 tritons in it. These are the normal inhabitants of rhe city. Make an immediate morale check for the rrilons. There is an equal chance a triton is either a cleric or a magic·user. If the) fail the roll, they swim away quickly if there is a.n exit, 01 surrender. City inhabitants, tritons ( 1·4): AC 6; HO 5, hp 5-4-0 (5d8); MV 150'(50') swimming; #AT I spear•; 0 1·6; Save 011, ML 9; ALN Fifth level spells: Roll a die and compare the roll to the spell list table in the O&D Expert rules for each spell. Clencal spells roll ld8 (pg. 4), mal{ic·uscr spells roll ld12 (pg 11) • City inhabitants have spears only 1f 1he city is alened to mtruders Otherwise they are unarmed. Every rum there is a 1/3 chance that a group of 1·6 city inhabitants encounter the porty in the runnels U Suthus has been alerted, the tritons are guards and arc arml.'d with spears. 7 THE ADVENTURE - SUTHUS Guards, tricons ( 1-6): AC 4 (2 missiles); HD 6; hp 28; MV 150'(50') swimming; llAT 1 spear; 0 1·6; Save DI I; ML 9; AL N First level spells: magic missile, shield• Second level spcUs: detect invisible", web T hird level spells: hold person, lightning bolt • Already cas1 The Triton Raids Ulobon, the permanently charmed slave to Hadric of Colhador, is 1he leader of ccremo· nics for Sutbus. Hadric is a vclya. Lopra. the triton king of Su thus, is a puppet ruler con· trolled by Ulobon. Uthom 1s Lopra's per· sonal wizard. Hadric used to hunt the citizens ofSuthus until he caught Ulobon. Ulobon hM con· vmced the city that they must send a captl\'e to Hadric in Colhador once every seven days co stop him from hunting in Suchus. By capturing airbreathers, the tritons do no1 have to send 1heir own people to Colhador. Lopra has a pact with One-Eye, the pirate ruler of Kron, to raid and capture mer· chant ships ln exchange for building war rans and a place to hold airbreathing pris· oneni, Kron gets half of any boo1y taken Su1hus gets the other half and any surviving prisoners. Morak, the high sorcerer of Kron, has One-Eye under a permanent charm spell. Ulobon and Morak arranged for Lopra and One·Eyc to sign an agrecmen1. Normally Kron and Suthus arc noc war·like. If either ruler is freed from his captivity, that city will return to a normal existence and stop raid mg the shjps of Minrothad. Chart of Conlrol Sui us Kron Lopra One-eye /~ /\ Ulobon Uthom Morak Falcon This information is background for the game master Give the information to the players a linle at a time. OilTercnt tritons know differ· enc things about the situation On page 8 is a table showing what various tritons reveal under different circumstances.


THEADVENTURE-SUTHUS Suthus information Table Who Asked Interrogated Politely inhabitant A B Guarn or Border parrol A,B c.o Ulobon's acolytes or apprentices A , B C,O,F,I Lopra's servants A,B,C,I D,E,F,H Ulobon A,B,D,I C,E,F,G,H Lopra A,B,C,D,H £ Uthom's apprentices A,B,C D,H Uthom A,B,C,F,I D,E,G,H A. Suthus sends airbreathing prisoners to Colhador to ward off the ancient evil. B. Ulobon is in charge of preparing the prisoners. C. The location ofColhad()r (see map). D. The raft city of Kron provides the war rafts and holds the prisoners until they arc sent to CoJhador. E. The current location of Kron. F. The king, Lopra. is a puppet to Ulobon. C. Ulobon ill a slave to Hadric, the vclya. H. Suthus and Kron split the booty from the sunken merchant vessels. r. T he whereabouts of the princess.• • 1r1he pany bas already adventured in Kron or 1n Colhador, the prinrf'SS is in Ulobon •, quarters pre· paring for 1hc- JOurncy to Colhador. A watcrbrcathmg spell has been cast upon her. If the party has 1101 adventured in Kron or Colhador, the princess iJ still being held m Kron. lf the pany is friendly, they receive an audience with Lopra, king of the critons. Before they can enter the throne room they must remove all their weapons, wands. staffs, and rings. They are allowed to carry their belong· ings in a locked box along with its key into the throne room. Uthom and Ulobon are in the throne room with Lopra. The king is easily satisfied with any reason the pan y is in the city, unless it is hostile. A guard then shows the party to their quarters. Both Uthom and Ulobon send messages 10 the pany almost immediately. Utl1om 's message: Meet me in the garden in one hour. I have an urgent request. Don't trust Ulobon, he is out to destroy Suthus. Ulobon 's message: M eet me in the garden in two hours. I have an urgent request. Don't trust Uthom, he is 0111 to destroy Suihus. Both Urhom and Ulobon plead with 1hc party 10 destroy the other. rr the party sides with Ulobon, a guard leads chem through room 11 into Uthom's quarters (room 14). Ulobon docs not aid the party in combat. lf they defeat Uthom, Ulobon calls the guards from room I J to arrest them. lf the pany sides with Uthom, he leads them through room 2 into room 3. Uthom helps the pany in combat if chey ask him. rr they destroy Ulobon, Uchom convinces Lopra thai the adventurers are heroes of the state. Each is given a gem worth 5.000 gp. Utbom explains the situation with Colhador and Kron. I le asks the parry to help Suthus by destroying Hadric and defeating Morak, the high sorcerer of Kron. If the party refuses borh Uchom's and Ulobon's requests, Ulobon publicly denounces them as spies. Lopra teUs them to leave Suthus immediatdy. [f they don't , six triton guards escort them out of the city. If the party is hostile 10 t11e tritons and cap· lured, they arc held prisoner. Guards use their hold person spells before using lightning bolts against the party. Choose any unnumbei-ecl room in Suthus to dcc.ain them. 1\vo guards are posted outside their cell and all thcir belonging5 are kept in t11e unnumbered room nearest to the cell. Shortly after the party is incarcerated, Uthom visits them. He offers them freedom if they will defeat Ulobon. ff they agree, he say~ he'll be back in two hou rs to get them. One tum after Uthom leaves, Ulobon comes to see the prisoners. He make11 an identical offer to defeat U thorn. lf they agree, he says he will return in three hours to get them. Continue the story from when Uthom or Ulobon led rhem into the other's quarters. If the pany refuses both Ulhom's and Ulobon's requests, they a re taken to Kron . Their belongings go with them. Their watcrbrcathing speUs do not wear off during this time. The City of Suthus J A, B: THE GUARDS' GROTTO These are large chambers (almost I 00' across) where the border patrol and city guards relax between rounds. They are also the main entrances to the city. Each contains 11-20 guards armed with spears and bows and arrows. If the city is alerted, the guards are waiting in ambush with both srue/d and 8 detect in1•isib/espells already cast. Otherwise none of their spells have been cas1. The entrances to the guards' grottos have massive coral gates. These arc shut onl> if tile city is attacked by an army. Loprn, Uthom. or Ulobon can order the gates closed. 2: THE AUDITORIUM This is where tlte tritons hold ceremonies and great occasions. Usually Ulobon (see room 3) presides at these cvenis. The only entrance to the auditorium is through the gate in the ceiling. The gate is closed only in times of great trouble, Ulobon and Lopra can order rhis gate dosed. The auditorium haii an cxi1 into Ulobon's quarters in 1hc southwest wall. Unlike mo111 other rooms in Suthus, the auditorium is a perfectly smooth sphere with no murder holes. The walls arc polished coral set in intricate mosaic patterns. Halfway up t11c side of the south wall is an altar. U the pany makes any noi~c. one of Ulobon's aco· lytes swims from room 3 to inve~tigate . 3: ULOBON'S QUARTERS Ulouon is in his quarters along with three apprentices and 12 acolytes. Ulobon has a spear • l ' and a wand or lightning bolts ( 14 charges). Each of his acolytes has a dagger, bow, and arrows. The apprentices arc all armed with spears. Ulobon does not allow slrangers into hjs quarters. H e casts fear at any person other than Lopra who enters his quarters wilhout permission. He uses his wtuid ortightning 1Jol1s against any obviously hostile parry. If the princess is in Suthus, she is here in Ulobon 's qiianers being groomed for her trip to Colhador. Ulobon, triton ( 1): AC 4; HD 7; hp 35; MV 150'(50')swimming; I/AT l spear; D2-7; Save Dll; ML 10; ALC First level spells: fear; rcsisc cold•, cause light wounds Second level spells: silen£·c J 5' radius, resist fire• Third level: curse, cause diseil..Se • Already cast Apprentice, triton (3): AC 5; HD 6; hp 27; MV 150'(50'); #AT I spear; D 1-6; Save Oil; ML 9; AL C First level spells: fear. cause light wounds Second level spells: blight, silence 15' radius Third level spells: curse Acolyte, triton (12). AC 6; HD 5; hp 23; MY 150'(50'); I/AT I dagger or bow; D 1-4 or 1-6; Save DIJ ; ML 9; AL C First level spells: cutt light wounds, remol'e fear Second level spells· hold per¥on, bless 4A: WATER TERMITE PENS This room h.as only one entrance; in the ceil·


ing. The gate is always closed but rarely locked In the penb are 4-0 adult sah water termites and 75 grubs. The adults' tllk sacs havr all been removed 50 they do no1 bpra)' Thry have been 1rained to bite and are very aggrcs· sive, but only 1he adulu can defend thcm~el· vcs tr any character other than a triton enters the pens, he is attacked b) 2-20 wa1cr ter· mucs. Water lcrmilcs (2-20): AC 5: HD 4: hp 18. MV 180'(60') swimming: #AT I biu:, 0 1·6, Save F3; ML 11; AL N 4B,C: SEA HORSE STABLES The sea horses 1he Lritons use for mounts arc kept here Room 4B is the primary ,table, room 4C 1s used for breeding and healing wounded sea horses. Any creature who enten room 4C 1s no1 a1tacked. There ts a I /2 d>ance of 1-4 stable hands (5H D Lricons) in this room. Any creature other than a mton who enu:rs room 48 is attacked by I ·4 ~ca horses 1r the animals £ail a morale roll Giant sea horse ( 1·4): AC 7; HD 2-4, (ld3•1); hp 1·8; MV 180'(60'): MT I butt; 0 1·8: Save F2; ML 5; AL N 5A,B,C: WAREHOUSES All these rooms were warehouses at one time There a.re .ilways 3-30 triton guards in what 1s now a pracuce room (5C). Room 5A holds vas1 quantitie~ of dead fish and kelp Room 58 contains the plunder from the sunken ships or the Minrothad guilds and other air· breathers Guards, tritons (3d10): AC 5; I ID 6; hp 28. MY 150'(50') swimming: IAT I spear: D 1·6; Save D I I; ML 9; AL N First level spells mngic missile-, shh-Id Second level spells· derecr invisible, wc:b Third level spells: hold person, li!fhrnmir bolt 5B: PLUNDER WAREHOUSE 1n the back or 58 IS a large pile or unsoned coins, 50,000 cp. 20,000 sp. 10,000 ep. l 0,000 gp. and 5,000 pp. On one Slde arc §t'V· cral large chests which hold 89 gems, 38 items or jewelry, 56 axes, 79 bows, 95 daggers, 63 swords, 93 assoned maces, spear.., hammer.., etc. On the other side of the room is a huge pile or 220 anows and crossbow bolt~ Next to the arrows is a pile of 44 pieces of leather armor, 36 picre:. of chain mail, 31 piece~ of plate mail, and 66 shidds. This chamber is guarded by !lix bone golcms. They a1tack anyone who enters the room unless Lopra, U1hom or Ulobon arc~ with them. The bone golems each have four spears. The golcms cannot swim, but walk along the noor or the cavern. Bone golems (6): AC 2; H L> 6•; hp 30; MY 60' (20') walking underwater; t'A'l 4 spears; D 1-6 each, Save F4. ML 12, AL N 6: CORAL GARDEN The tritons love beauty and song. The single largest room in the renter of1heir small city is the coral garden This room has three normal entrances and one secret entrani;e. The nor· mal cnirances blend into the walls and canno1 be found from inside the garden unless a pany member rolb a 5 or 6 on a ld6 (one roll is permitted per penon each round). Upon first enterini; the garden, each char· acter must make a saving throw against spells or remain paralyzed by the natural beauty of the room. There arc 2·12 tritons in this room but none of them arc armed. Thl."re is an equal chance 1hat a mt on is enher a cleric or a magic-user City inhabitants, tritons (2·6): AC 6; HD 5; hp 5-40 (5d8): MY 150'(50') swimming; iAT I spear• ; D 1-6; 5ave 01 I; M L 9; ALN fifth level spells· Roll a die and compare the roll 10 the spell hs1 table in lhc D&D Expert rules for each spdl. Cleric spells roll ld8 (pg. 4), magic-user spells roll ld12(pg. II). • City inhabilants have spears only irthe city is alerted co imrudcrs. Otherwise they are unarmed. 9 7: TREASURER'S QUARTERS This room has an entrance m the celling 1'11c g,uc 1s usually 'hu1 and locked Tht irea,urcr keeps track of all the items in the w.tn:houst·l>. The guarcl5 in the practice room (5C) arc hi~ to command if 1hc ireasury needs 10 be moved or defended. Scatt.erecl throughou1 the room arc many knoued kelp vines, each dyed a dirfcrcnt color. These arc the tallies of 1hc wan·house i1erns. Treasurer, triton ( 1 ): AC 6: H D 5. hp 17; MV 150 '(50') swimming; IAT I dagger; 0 1·4; Save DI I; ML 9; AL N First level spells: detect magic. read Inn· guagcs Second level spells dctctt edl, knock Third level spells d1Spcl tnagJC 8: THRONE ROOM Lopra holds council and handles maner!I or state h1·re. Thrre arc always 12 tri1on guards in this room in formal uniform armed wi1h spears and shields. If t.he city is alerted, Lopra 1s seated on the throne and the guards have all cas1 their sltield and dct('(·t mvisiblc spells Guards, trnons ( 1 ·6): AC 4 (2 missiles); H 0 6, hp 28 MY 150'(50') swimming, #AT I 'pear; D 1·6; Save DI I; ML 9; AL N First level spells: magic missile, shield• Second level spells: deiecc mnsible •, web Third level spells: hold person. lightmng bolt • Already cast


THE ADVENTURE - SUTHUS The throne room contains many coral sculptures. These unusual objeccs arc worrh l 00- 600 gold pieces each if sold in an airbrcather's ci1y. In the north wall of this room is a secret door. Lopra retreats through this door if he is threatened. Lopra always bas his incclligcnt sword by bis side. It is his only magic item. Lopra, triton king (1): AC 4; HD 7; hp 37; MV 150'(50'); flAT 1sword; D4-1 l(x4); Save 011 ; ML 9; AL N First level spells: darkness, read languages, hold portal Second level spells: ESP. knock Third level spells: dispel magic. haste Fourth level spells: confusion Sword •3: AL N; Intelligence 9; Empathy; Sec invisible; Detect magic; Ex1 ra damage 9: TREASURE ROOM Lopra's u-easury is guarded by three living crystal stacues of t:ritons. The statues are invisible because they a re underwater and remain invisible even in combat. All opponents are at ·4 for hit rolls. The three statues anack anyone other than Lopra who tries to open the shells. There arc several coral statues of sea creatures in 1 he roo~ but they do not come to life. Living statue, crystal (3): AC 4; HD 3; hp 15; MV 90'(30'); #AT 2 claws; D 1-6/1- 6; Save F3; ML 11 ; ALL Three giant oyster shells of different sizes cover the bottom of the room. T.he smallest contains 18 gems. The largest has ll ,000 gold coins and the remaining shell has 4,000 platinum coins. All the oyster shells are closed. If a shell is forced open, a jet of poisonous ink sprays up to 20 feet away. Anyone caught in the spray mWlt make a saving throw against poison or die in 2-8 rounds. Lopra has command words which open and close the oyster shells. 10: LOPRA'S ROOM This room contains several pieces of coral furniture . On the waII is a stone tablet that shows the Minrothacl guilds and all major trade routes. The positions of Suthus and most of the sunken sbips arc marked. 11: THE ROYAL WAITING ROOM The only emrance to the royal chambers is through the ceiling of this room. The gate is always closed but only locked by order of Lopra or Uthom. There are four triton guards and a steward on duty here. The steward delivers messages and announces audiences with Lopra. Steward,triton (I): AC6;HD5; hp 18; MV 150'(50'): IAT I dagger; D 1-4; Save Dll ; ML 9; AL N First level spells: de1ec1 magic, read languages Second level spells: ESP, detect evil Third level spells: dispel magic Guards, tritons(4): AC5; HD6; hp28; MV 150'(50')swimming;#AT I spear; D 1-6; Save DI l ; ML 9; AL N First level spells: missile, shield' Second level spells: detccc invisible' , web Third level spells: hold person, lightning bolt • Already cast if the city is alerted. 12: GUEST ROOM This room also serves as a prison cell for important prisoners. lt is empty except for a few scartered pieces of furniture and a bed. 13: LOPRA'S ROOM This room has several pieces of coral furniture and sculptures. A stone tablet lies in a corner of the room. It reads: O/Je qranJ HyJmle ef Kron 111"' lite fl~J-Jlale ef Sul/1111 tlo her~/,!! agree lo raid and pillagr 1!tip.1 ef lltc MinrollurJ pi/JJ, 1'1e 'Empire of O/Jyatis, a,,J llu /(,i'!ldom tf f..,enJi .for plunder and pristtnm. 7Ul gooJs .1/Jall be Ji"1deJ llJ Jollu1111. 011e /Ja!f tf all plunk Juc!t 111 coin ef lite realm, 1pt'ai1 01"' olkr 11nn.1 ef traJe ti 1'1e property ef lite <}ra1"' HyJrale ef !6tJ11. tlte m11alni119 lkllf is Ille pr"perf!I ef tk dly-Jtoie ef Sut/wJ. Ylfl objed.J ef lite Jbtp and t~mtJ 111eJ for /he or! ef Jlliling are tlte prt1,mJ of the <}r111"' HyJrak ef Kron. Jlll prtkJlferJ ore 1/Je proper(J ef tk a~J-Jfllfe ef Suih111 a,,J Jlud/ k '1e/J al Kron unluirmeJ until an '!ffeaa/ of Sullt111 dailfl.J lk111. 14: UTHOM'S QUARTERS Uthom is the IOng's personal wizard. He has two apprentices. Uthom and his apprentices arc armed with Jaggers. Uthom has a bowl of commanding water e/emema/s, medallion of ESP 90' and a potion of polymorph self. Each apprentice has a pot.ion of invulnerability. Uthom, triton (1): AC 4; HD 7; hp 30; MV 150'(50') swimming; #AT 1dagger; D1- 4; Save DI I; ML 9; ALL First level spells: charm person, magic missile, darkness Second level spclls: invisibility, phantasmal force Third level spells: lightning bolt, dispel magic Fourth level spells: ice storm/wall Uthom's apprentices, tritons (2): AC 5; HD 6; hp 25; MV 150'(50') swimming; #Kr J dagger; D 1-4; Save 011; ML 9; ALL First level spells: magic missile. Second level spells: mirror image, phantasmal force 10 Third level spells: l1old person, lightning bole U thom 's quarters arc dark and dismal. There arc J ,000 platinum pieces and four gems in his room. 15A-F : GUARD TOWERS Each 1ower rises 40 feet above the ocean floor. Inside arc two tri1on guards. Each has a spear, bow, and arrows. Mounted on top of each tower is a large glow wonn in a cage. The glow worms arc harmless. They each radiate a continual light spell of double strength which produces light in a sphere 120 feet across. Each 1owcr has many narrow slits for viewing and firing arrows. Guards, rritons (2): AC 5: HD 6; hp 28; MV 150'(50')s.,.,imming; IAT 1 spear; D l-6; Save Oil; ML 9; AL N First level spcJJs: magic missile, shield Second level spells: derecc invisible, web Third level spells: hold person, lightning bolt


The city of Kron is built on rafts. lt consists o( 14 large rafts which range from 200 feel to 400 foet across. These large rafts are surrounded by almost a hundred small rafts. The large rafcs are connected by flexible wooden bridges. The small rafts have only mooring lines that attach them to Kron. On each large raft are several buil in~. The small rafts have only a single building each. The roofs of all buildin~ are slightl)' lower in the center than on the edges. Jn the center of the roof is a hole which connects to a rain spour. The spout leads to a large tank inside the building that holds this rain water for drinking. Not all the rafts in Kron arc detailed. Ir you wish to expand this adventure, you can add more rafts or add detail to the existing rafts. As the party approaches the cit)', the)' see the following. Near the horizon is what appears to be a long, Oat barge. It seems to rise and fall with the sea as if it were a piece of cloth on the water. As the ship nears, a mass of small rafts tied together becomes distinguishable, each wich a small building on it. Border P atrol When weather permiis, Kron sends guards out in catamarans to meet any visitors. Since they can see so for across the water, the catamarans do not need to be out on the water constantJy. A catamaran is 12 to 15 feet long and made of cwo narrow wedges (like skis) with two crossbeams connecting them. It is made of a very lightweight wood. There is a single triangular sail in the center. Catamarans arc exlremcly fast and maneuverable, moving 240'(80') in normal winds. They can only operate: in light to strong breezes (see pg. 44, D&.D Expen). A catamaran can hold only three guards; one on each runner and one in the center. The center guard must constantly control the ship or it will flip over and dump its occupants. The other two guards are armed with long bows and arrows. Guards, fighters (3): AC 9; np 30; MV 240'(80') on catamaran; lf/'u 1 arrow; D 1-6; Save F6; ML 8; AL N KRON A force of six catamarans is launched for every ship. However, only one catamaran approaches within 210 feet (the maximum range of a long bow). The catamaran nails the ships and inquires or their business with Kron. The City The staple food of the people of Kron is fish and kelp, a type of seaweed. Kelp is harvested by divers and dried on rafts. Below the rafts hang many huge nets to catch fish. Every morning the nets are inspected by divers. (f there is a substantial catch the nets are hauled up and emptied. The divers of Kron a re highly skilled swimmers. Their movement rate is 50% greater than normal speed. They all have water breathing spells cast upon them before diving. Divers are armed with light crossbows and daggers. Divers (24): AC 8; hp 22; MV 120'(40'); #AT I quarrel or dagger; D 1-6 or 1-4; Save F4: ML 8; AL N Almost everything in the city is waterproof. 11 THE ADVENTURE-KRON There are no loose objects anywhere on Kron; the residents of the city put things away or tie them to some part of the building. All furniture is secured to the walls or Ooor. All cups and bowls have lids to prevent rhtmotion of the ocean from emptying them. Most mugs have lids with straw holes and straws made from the fine bones of fish. ThWes have depressions and slots to hold objects. Any child that can crawl, can also swim in Kron. The people of Kron wear lightweight clothing and if the weather is good they swim from place to place as often as they walk. Anyone in Kron who is older than six years can outswim any member of the party. During sronns, the people of Kron stay in their homes and pull tarps over the doors. Kron has never lose a raft during a s1onn. Some say it is the blessing or a great being bun<.trcds of years ago. Each major raft in Kron has a 10-foot-widc ledge around its perimeter. Most of the traffic in Kron follows these pathways. A favorite game among children and young adulrs is to jump the canal between these side walkways and not fall into the water. Since the rafts are connected by ropes and flexible bridges, the distance between any two rafts can be as much as 30 foec . lf the rafts bump together when a person is in the water, he takes 50 points of damage. The Kron Raids Morak is the high sorcerer of Kron. Before Morak became the high sorcerer, Kron was a peaceful raft city. Morak has the king of Kron, One-Eye, under a permanent chann spell. Morak has convinced One-Eye that Kron should take what it needs from those who have it. Through Ulobon's influence, Morak had One-Eye and Lopra sign a pact. Kron builds the war rafts for Suthus, the tritons man them. T he plunder is divided equally between the two cities. The remains of the ship and all sailing implements go to Kron. All captives go to Suthus. Kron holds the captives until Suthus calls for them . Because the prisoncn a re airbreathcrs, they are held above the surface or the water. When Suthus calls for captives, a triton casts a water breathing spell on them. They arc then taken to Suthus and prepared for their journey to Colhador.


THE ADVENTURE · KRON Through this schemc, both Morak and U lobon hope to gain great wealth and power T he following table ow~ "hat various inhabitants of Kron rcvc.11 under different circumstances. K ron Information Table Who Asked Interrogated P o litely Inhabitant A,I B Border patrol, guard or diver A, B C,H ,l Falcon A.B.C,CJ E,F M orak's apr>n:ntices A,B,H C,F,T M orak A.B.H C.D,E.F.C.I One-Eye's servants A,B,D, H ,J C,G One-Eye A,B, D ,H J C,E,G A. Kron is raiding land dweller's ships 8. Kron is at odds with the tnton s of Suthus. C. Kron holds pn~oners that are eventually taken to Suthus, never to return. 0. Kron and Sut hus splat the plunder 50/ 50. E. The location of Suthus. F The captain, One·Eye, is a pawn to Morak. G The location o f the princ.ess. • H . Kron bwlds war rafo. which the tmon~ sail to sink the ships of Minrothad. The thron e of K ron magically prevents the- city from sinking during srorms. J. The magical throne iA just a myth. Kron does not sink bec.tU\t' it i5 buih well • If the p.iny luu alre.idv .idvemuttd in Surhu• or Colhador, the princeu is in ll11: pnson in Kron She is 1he next prisonrr m go ou1 10 Suthus. Shr g~ m rwo days. If the party has nor adventured in Suthus ur Colhador, the prinC'Css1ust lcf1 for Su thus. In 1wn days she will be sent 10 (.;olhador. If the party attacks the raft city of Kron. they arc met with force . Kron can sail 24 t:.itamarans. The roofs of four of the major r.ifts have ballistas mountt!d on them. These lire huge arrows that do 22·40 (2d I 0•20) poinrs of hull damage. Their hit roll ~ the same as a normal man with a heavy crossbow Only two ballistas can lire upon a single ship at any time K ron puts 24 divers (4th level fighters) mco the warer. Each ha.~ a warerbrearbing spell cast upon him. Divers arc anned w11h light c.rossbows (50%) and spears (50~ ). ·1 hey climb up rhc sides of the ship and attack the sailors. Oivers (24): AC 8, hp 22; MY 120'(40'); II AT I quarrel or dagger; D 1 ·6 or 1-4; Save F4; ML 8, AL N Ir the part) resist~. 1he raft citv of Kron asks for peace. H owc\'er, Kron does not surrender unul One-Eye and Falcon are dead or pnsoncrs. They try to take the att.aekcrs alive, if possible. rr the party members are captured, l11cy are held in prison room I 5C with the capt ivcs 10 be sent to Suthus All tbell' belongangs MC in 15A. Falcon comes to them in the ni~ht and offer!> them freedom rf they destroy Morak He bchevcs Morak has tumcd the king, One-Eye, a~:unM him and is corrupung tht> city. If the par1y hails the: city inn friendly man· ncr, Kron send'! out its border patrol 10 greet them. FaJcon i~ with the border patrol nnd negotiates "i1h 1he party. He agrees to lei 12 them in10 l\.ron if they leave aJI their weapons and magiraJ items on board the ship. The ship may dnck in the dockmg bay ol Kron. One·Eye grants rhe party an 1nrerv1ew tf they wish. If 1hc princcsM i~ 111 Kron and the party .1sks for her release, ht tcfu,cs. I le has made a bargain with Lopr.1 and will not break it Falcon t·oml's to the part)•'s rooms .uter the imcrvrew and ofTers thcm infonna11on in return for disposing of Morak Ht will tell them everything he know~ ,1bo111 Kron, Sulltu~. and rhe pac1 berw<·en tht·m afu·r they fight Morak If rhe parry members somt>how mana~e to infiltrate rhe c11y. the)' might be 'polled a.~ forei~ers Any dem1·human I\ mstanth sponc-d unless disguised a~ a rh1ld If 1hr party Ill d1sto\ercd. rhe guards arc callt:d our to try to take the party prisoner. If the parry is captured, rhc ~ame <'vents happen as if they are captured after thev attack Kron


The City of Kron l : GUARD ROOM Twenty ~ards are stationed here. They provide general M:curity for lhe palace, capt am 's quarter.., his library, and his gallery. Guard, fighter (20). AC 7; hp 28; M\' 120'(40'), IAT I poleann; D 1-10, Save F5, ML7,ALN 2: THE LIBRARY One-Eye calls this room his library. ActuaJJy, it is as much an an gallery as a library. Several shelves arc filled with scrolls and tubes. There arc even a few bound book-;. Many pamhn~ and pieces of sculpture are scat· tercd thmul{hOut rhe room. The value of any given piece is 100-10,000 gp (ldlOO x JOO). There arc no guards in thls room, but room I h:u many guards tbat will inspcu lhe library 1f the\· hear anythrng susp1aow. 3: THE GALLERY One-Eye 1s very proud of his gallery. It has hundreds of ~1uffed fish and fishing 1roph1es. --'-~::2&2 =... . c..,,, .... The stu !Ted giant crcatu res he has are a crab, eel, bass, rockfish, sturgeon, gargantua, sea horse, bydrac, manta ray, and 1crmitc. The nonnal-sized creatures he hrus arc a dolphin, oc1opus, squid, killer whale, and 15 different sharks. There is a single: guard m the room who is surprised automa1ically in combat. Guard, fighter (l): AC 7; hp 28: MV 120'(40'); #AT I pole arm; D 1-10; Save F5; ML 7; AL N 4: TREASURY The city's wealth, and most of its pirate plunder, is kept in this room This is one of the few rooms in Kron with a metal lock Only O neEye and Falcon have keys to open i1. T he treasury is filled with trade items such a.~ spices, oils, furs, rare perfumes, and silks. The room also con1ains 10,000 pp, 47 gems. and 38 items of Jewelr) There is a guardian of the treasury. Morak has placed an amber golem in the room to guard against theft. Anyone who enters the 1reasury lha1 is not known by the golem is attacked . Amber golem ( 1): AC 6; HD 10•: hp 40; MV 180'(60')can't swim; IAT2 claws, l bite; D 2-12 claws. 2-20 bice; Save F5; ML 12: AL N SA, B, C: ONE-EYE'S Q.UARTERS These three room~ are the pirate captain's quarters Soft music blankets 1he room. Beautiful qilJu, and rugs hang from 1hc walls. Each sways as the rafl rocks on the waves. The floor is covered with satin pillows and furs. Suddenly, one of the silk hangings begins to pan. A servam carrying a jug of water is behind lhe cun ain. She is unarmed There arc live servants in One-Eye's roomo;, none of which auacks the party, even 1f 1hrca1ened. In room 5C lhere is a large padded hammock. This is where One·Eye sleeps. Throughout all of the rooms are silk hangings and finely woven rugs and satin pillows. There arc some small sculptures and paintings which arc worth I ,000-6,000 gp each. The secret tunnel and its entrances are known only to One-Eye. He learned of them from his father and will pass the secret down to bis son. One-Eye (figh1cr). AC 6; hp 47 ; MV 120'(1-0'); •AT I war hammer at •2: D 1- 6 •2; Save F6; ML 8, AL N; S 12; 111: W 8, D 12; C 16; Ch 15 ring of protection •I 13 THE ADVENTURE-KRON 6: RAFT CARPENTER'S WORKROOM This room is filled with hemp and seaweed ropes. Logs and carpenter's tools line the walls. Mos1 of the rafts are constantly being repaired. Old Jogs arc replaced with new one~. lhc wa1enigh1 seals arc reapplied and a variety of 1hings arc lashed to the deck Any1ime rhe palace raft needs repair or al1eration, the materials come from this room. 7A: KITCHEN Food is prepared in this area. rt has rhe only oven in the palace. All knives and cookware are secured to the walls or in cabinets. Nothing slides around as the raft rocks on the sea There arc always 2-8 vanes and cooks in 1he kitchen depending upon the hour. Cooks (2-8)- AC 9; hp 4; MV 120'(40'), #AT I knife; D 1-3; Save NM; ML 4, AL N 7B: FOOD STORAGE Food is s1ored in chis room. Mos1ori11s drit"d fish and several varieties of seaweed. However, there are cabinets of spices and ~ of some rarer foods, mostly ill-gotten gains from pira1ing. There is rarely anyone in this room. 8: THE WATER ROOM T his room is occupied by a cylindrical wooden tank . This is the palace's water supply. To thc lefl of the door is a large spigot mounted wa1s1-high on lhe tank. The tank is in 1hc exact center of lhc raft. To the left of 1he tank are 40 empty barrels. These arc> used to can water in the palace. Water 1s a valuable commodity in Kron Spilling waler is a crime punishable by 30 <lays in prison . 9: THE T HRONE ROOM This is where One-Eye conduces all of his affairs of s1a1c The room is covered with silk hangings and rugs. There arc always at least four guards in the room. When One-Eye 1s on the throne lhere are 12 guards. Morak is always prcsen1 for any imponant affairs. Falcon, Lhe first mate in charge of the guards, also attends affairs of state. One-Eye's lhmne is shaped like a giant supporting hand; he sits in lhe palm. h is made from a marble-like mau:rial or many swirling shades of green. A combined strength of 150 1s needed to move i1 5 feet per tum Onl)• Morak and his apprentices know the truth abou1 1he 1hrone of Kron. It is shaped af1er the hand of a sea god. 11 is ex1rcmely magical but canno1 be detected by a derccr magic spell unless cast by a 10th level or lugher spell easier. Any floating object con-


THE ADVENTURE - KRON necccd to the hand cannot sink even in the roughest storms no maner how badly it is damaged. Ironically. lhe hand itself cannot float. If thrown into water, it sinks immediately. Falcon: AC 2; hp 80; MV 120'(40'); NAI' 1 sword at• 4; D 1-8 • 2; Save Fl2; ML 10; ALL: S 17; 110: W 9; D 16; C 14; Ch 12 Sword •2: Intelligence 8; AL L; empathy; Find Traps, Healing (6 points, 1 per round) Guards (4 or 12): AC 6; hp 45; MV 120'(40'); #AT 1 pole arm; D 1-10; F 7; ML 10; ALL One-Eye (fighter): AC 6; hp 47; MV 120'(40'); #AI' 1 war hammer at •2; D 1- 6 •2; Save F6; ML 8; Al. N; S 12; I 11: W 8; D 12; C 16; Ch 15 ring of proreccion • J Morale AC 8; hp 32; MV 120'(40'); IJAT 1 dagger at •2; D 1-4 • 2; Save M12; ML 9; AL C; S 9; I 16; W 13; D 9; C 10; Ch 11 First level spells: charm person, magic missile, shield, hold ponal Second level spells: phanrasmal force, web, dececr evil, invisibiliry Third level spells: lightning bolt, dispel magic, bold person. water breathing Fourth level spells: confusion, polymorph ochers, curse Fifth level spells: conjure clemenral, animate dead Sixth level spells: anti-magic sbcll Morak has two different spell lists, one here in the throne room and one in his quarters. H e can change his spells only once per day like any wizard. However, the spells that he memorizes for any given day change. Where the pany firsl encounters him that day determines which spells he has. rr the pany first meets him in his chambers, he has those spells for lhe day. If the party first meets him in the throne room, he has lhcse spells for the day. M orak takes a few of his magical devices with him to the throne room. H e has a medallion of ESP 30', a ring of human contr0l (which keeps One-Eye charmed). and a ring of spell storing(charm person, locate object, fly, fireball, continual darkness). Falcon always wears bis leather armor •3 and carries his inteJUgent sword •2 when he is in the throne room. On his hand be wears a ring of water walking. 10: GUARDS' BARRACKS AND STATION The captain's guards sleep and stand duty here. A large portion of the room is partitioned by a cunain. The square section of the room has many hammocks and duffel bags hanging from 1he ceiling and walls. The Lshaped section of the room is a hallway leading LO the throne room and the treasury. Tho leather-armored guards with pole arms are stationed at each door al all times. In the barracks section of the room are 10-40 guards. At night all bu1 2· 12 are asleep. Guards (4 or 12): AC 6; hp 45 ; MV 120'(40'); IJAT I pole arm; D 1-10; Save F7; ML 10; ALL 11 : WATER DRAINAGE ROOM This room is used to store water. A pull rope next 10 the !tpigot in the diagonal wall comrols the drain lid in 1he roof. The spigo1 is only a foot from the floor. In times of drough1 1he last drops of water from the tank can be used with lhis spigoc. There is a hatch in the floor of the room which opens into the sea. This hatch is kept locked at all times. If the water in the tank becomes tainted or poisoned, the tank can be emptied into the ocean. Leaky water barrels arc stored here until they arc fixed. There is a hatch in the roof which is kept locked and scaled against leakage at all times. If lhe roof needs fixing or the tank needs to be deaned, this hatch provides access to the roof and the drain entrance to the tank. 12: GUEST BOOM This room is divided into sections by cunains and hanging silks. Each area has several hammocks, some pillows, and a few hanging duffel bags. A guard scands in rhe hallway outside each door when guests arc in these staterooms. Guards(!): AC 6; hp 45; MV 120'(40'); #AT I pole ann; 0 J- 10; Save F7; ML 9; AL N; ML 10; ALL 13A: MORAK 'S FOYER This is the only entrance to Morak's quarters and residence. The entire room is shrouded in conrinual darkness which radiates from a gem mounted in the ceiling.Just outside the door is a pull rope. Anyone who wishes to sec Morak or his apprentices pulls the rope which rings a bell in 138. The visitor then enters the room and waits. Only Morak and his apprentices know the location and how to work the locks on the secret doors leading into t3B. Visitors are spun around until confused and dizzy. They are then led into 13B through one of the secret doors. 13B: MORAK 'S SUMMONING ROOMS The room is panirioned by several clolh hangings. ln each portion of the room is a table of odds and ends that appear to be used for casting spells. These are strictly for show, 14 however. Morak and his apprentices prdctice tllcir spells and plot their schemes in these rooms. Morak has an amber golem which usually stays in these rooms. lt protects his magical treasures from being pilfered. Amber golem (1): AC 6; HD 10•; hp 40; MV 180'(60') can'tswim; #AI' 2 claws, 1 bite; D 2- 12 claws, 2-20 bite; Save F5; ML 12; AL N Morak has five apprentices chat hclp him in exchange for mystical knowledge. While they do hi'l bidding, they can be bribed. Apprentices (5): AC 9; hp 16; MV 120'(40'); #AT 1 dagger; 01-4; Save M6; ML 7; ALC First level spells: decect magic, magic missile Second level spells: mirror image, web Third level spells: hold person, dispel magic Morak: AC 8; hp 32; MV 120'(40'); #AT I dagger at •2; D 1-4 • 2; Save M 12; ML 9; AL C; S 9; I 16; W 13; D 9: C 10; Ch 11 First level spells: floating disc, read languages, read magic, prorecrion from evil Second level spells: decect evil, detect invisible, knock, wizard lock Thfrd level spells: lightniilg bolt, dispel magic, bold person, wacer brea.Jliing Fourth level spells: clUJrm monster; poly - morph others, remove curse Fifth level spells: conjure elemenral, animate dead Sixth level spells: lower water Morak has two different spell lists, one in the throne room and one here in his quarters. He can change his spells only once per day like any wizard. However, the spells that he memorizes for any given day change Where the party firsc encounters him that day determines which spells he has. If the party first meets him in his chambers, he bas these spells for the day. lf t.he party first meets him in the throne room, he has those spells for the day. He keeps most of his magical items in his summoning rooms. H e has a wand of cold ( 11 charges), medallion of ESP 30', i·ing of spell s1oriilg(charm person, locate object, fly. fireball, continual darkness) and a ring of human control. The ring of human c-Ontrol is controlling One-Eye. There is a scroll in his private quarters which he may try to get if he needs it. 14A: THE APPRENTICES' QUARTERS This simple room bas hammocks for sleeping and a trunk for each apprentice's belongings. 14B: MORAK'S QUARTERS This room has a large comfortable-loolong hammock strewn with pillows. The floor,


I . - . - iii iii D ~~01d @ COLHADOR ll [I!J cavc KEY ~ - I - - (TOP VIEW) (SIDE VIEW)


FIBST LEVEL Seal~ I squart'. 20' SECOND LEVEL Scalt' I square• 10' 984 • rs R • Inc. All ~h $ Reserved


THIRD LEVEL '\c .ii<' I <qua re • 10 • HADRIC'§ REALM Of COLHADOR KEY door ~ hole in noor l:l wdl ~ ~t'rrrt door r::n ~ hole (!nun al~ '" I ~whirlpool


FOURTH LEVEL Scale I •quan: • JO' . . BADRIC'S REAlr1 Of COLBADOR KEY door J 111111111 1 stairs m secret door , . '. curtain @J1hrnnc:


walls, and ceiling are covered with rugs and hangings. There is a 1able built into one wall. Pinned to the 1able are several papers filled with scribblings about spells and items. A cylinder strapped co the cable contains a letter co Morak from Ulobon. The letter is wrinen on sharkskin with a special ink developed for use underwater. It reads: .MimzJ, cap1ives for Suthus in l 5C. All 1he prisoners are in fairly good physical condition. None or them have any special abilities or any of their possessions. 16: FALCON'S QUARTERS Falcon is the first mate of Kron and is in charge of security. Falcon commands all !he guards and the catamaran navy of Kron. Our p/411 goes Jle!L ::Jlte lateJI sd of war r'lft1 }um IG011 hw fast am'Yd Our peapk a" goi"! lo use lllnw "" lite nat mm"411/ wml ef th Mlnrot"4J gui/Js, Jl.llu,t is th curmd prWMr co11nl? Soo1t I ,;iU neeJ fotr to six capti>'e.J to appease llllJn'c ef ColM"'1r. [JfpJ,q,, The last item on the table is a box bolted to its surface. lnsidc the box is a scroll of three spells (death, disintegrate, and invisible stalker). 14C: EMPTY ROOM This room is available to Morak for extra apprentices or to lock up valuable or dangerous items. t 5A: PRISON STATION Prisoners arc searched here before being put into their cells. T he guards a1 this station watch over the prisoners. rr a prisoner needs to be interrogated , it is done in rhis room by these guards. Kron rarely needs to interrogate a prisoner. Guard (10 lighrers): AC 7; hp 28; MV 120'{40'); #Ar 1 pole arm; D 1-10; Save F5; ML 7; AL N 158, C: PRISONS Both these areas are prisons. Room 15B is for normal prisoners held because they have commiued some crime against Kron, such as stealing water. Room I 5C is used ro hold political prisoners and captives for Suthus. lf the princess is in K ron she is being held in this room. Whenever a prisoner is put into or released from h.is cell, the guards enter the hallway and lock the door to 15A behind them. The door to the prison is then opened. The doors are never both unlocked so a prisoner might escape. T here are four prisoners in I 5B and nine This room is his private quarters, but he is only in this room if he is sleeping. It is deco· rated with at least one of every nonmagical weapon. Several shields and some sets of armor (no plate) cover the walls. Like everyone else in Kron, Falcon sleeps in a hammock. Falcon: AC 2; hp 80; M V 120'(40'); llAT 1 sword at• 4; D 1-8 • 2; Save F12; ML 10; AL L; S 17; 1 10; W 9; D 16; CH; Ch 12 Sword •2: Intelligence 8; AL L; empathy; Find Traps, Healing (6 points, I per round) Falcon always wears h.is leather armor •3, except when he is sleeping, and carries his intelligent sword •2. On h.is hand he wears a ring of water walking. If he is sailing h.is catamaran he carries a returning spear •2 and his leather armor •3. (The spear returns to the caster only .if it misses its target.) 17A, B: PALACE ENTRANCES These two areas have no walls on the sides facing out from the palace, although they are roofed. ln fair weather, two guards stand at each entrance, the double doors open. In bad weather, the double doors are closed and the guards stand just inside them. The second entrance in 178 is to the prison. Guards, fighters (2): AC 7; hp 28; MV 120'(40'); #AT 1 pole arm; 0 1-10; Save F5; ML 7; ALN COLHADOR The city of Colhador was once populated by airbreathing people. A catastrophe many centuries ago caused it to sink to the ocean floor. Among the tritons there are rumors of other cities of the same people, now lying on the ocean floor. 19 THEADVENTURE-COLHADOR Colhador lies in ruins. Half the city fell off the sea shelf. The other half is the home or a centuries old evil, Hadric the velya. During this time he has subtly rearranged the old city to suit his needs. While the party is exploring Colhador, make sure they aJways declare whether they are walking or swlmm.ing. Many of the traps and encounters are affected by the mode of travel a character chooses . Colhador Random Encounters Roll 2d6 2 3 4- 5 6 7 8 9 10 11 12 Encounter Sea serpent, roll l d6 l-3 Lesser 4-6 Greater Sea snakes Eels, roll ld6 1-4- Electric 5-6 Giant electric Giant octopus Scavengers, roll 1 d6 l-2 Black puddin15 3-4 Ochre jelly 5 Gray ooze 6 Green slime Undead, roll ld6 1-2 Wight 3 Skeleton 4 Spectre 5 Wraith 6 Zombie Sharks, roll ld6 t Bull 2-4 Mako 5-6 Great white Sea hydrae, ld6•6 heads Giant fish, roll ld6 1-4 Rockfish 5-6 Sru rgeon Manta ray, roll ld6 1-4 Normal 5-6Giant Gargantua Most of the buildings do nOI have maps. As the game master you may draw maps and decide encounters for any or all of them. lf you do not map any other buildings, use the following random encounter rable. There i~ a 113 chance that a particular building is inhabited. In all cases, describe 1he rooms as being filled with muck, mud, and algae. Hadric's Lair When the pany is within a mile of Colhador they begin to hear singing. This is the song of Hadric. At this range it has no effect. If any


THEADVENTURE-COLHADOR character i~ within 200 feet of the source of the song, he mus1 begin making saving throws Vl>. charm. When the party gi:1s w thl· u1y. they can deu:nninc 1ha1 thi: singing rnmcs from the building wuhm the palate walls The Well of Hador Near the single building within the former palate walls is a hole in the ocean floor live feet in diameter. A n y character who approaches within 20 reel can feel a i.trong current Oowing o u t of the hole. tr a parry member gets JO feet from the hole he is swept up mto the current. Jt moves at JOO feet per round. Alier rising 500 feel, the current disperses enough w alluw any i:aptive w swtm free of it. The singing l>Cem) to wmc from both the building and the well. If a c:haractcr tric!> to swim down the hole, his movement rate 1s reduced by JOO feet per round. Fur t·xamplc, if a magic-user casts a Oy spell upon a dwarf, the dwarf may move 120 feel per round underwater. Smee the cur· rent subtrac~ 100 feet per round of 1oove111cnt, the dwarf can movt' only 20 feet per round of movement down the shaft. The smooth walls of the well have no handholds tl1e first 200 feet clown. There are open· ings off rhe well at Lht' second level and the fourth level. The wt-11 goes much cleeper but there <1rc no ocher openings. First Level T his level has mostl} traps. The only crea· rures on this level arc those that livt> on the ll'clge moms (rooms 10·14) and the guardian skeletons of the entrance room. The party cannot hear the som~of adric in any mterior room of chis level because the walls and Ooor muce the sound Norrh cnrrnncc. The door in the nonhcrn wall of tht> building opens into tllc corridor bl·twccn rooms I and '2. Lt is fused shut by nnturies ofcxposurc· to the s1·a and is CO\'ered with algae. A combined strength of 50 or a knock ,pell rfill open it . The algae on the door is actually green slime. If an) part)' member pushes on the door, the slime has an nucornalic hit. Crccn Slime (1): AC (alltomatic h11); HD 2 .. ; hp 8; MV 3 '(I'); ;A1' I; D 5pecial; Save Fl: ML 7: ALL I: EMPTY ROOM An) cbaracter who opens the door to this room ib !ired upon by three crossbows mounted on 1hi: oppo~ite wall. The hit roll is made as 1ffrom a I Och level lighter. Each boll does 1-6 points of damag~·. 2: GLASS WALLS The room is large and barren. There is no mud or algae anywhere There arc three invisible glass walls in the room. The natural invisibility 1s 1101 from any spell or magical item. therefore it remains hidden t''·cn if a pany member tries a detect in visible spell . The glasfi walls arc studded wi1h glass spikes. Any character swimming into a glass wall at I 0 feel per round or fa.~ter takes J ·8 points of damage. If the character is wearing plate or chain mail, 1hc spikes break ofT and do no damage. 3: EMPTY ROOM This room is t>mpty except for mud .u1d algae. 4: THE POISONED ROOM This room is darker than the others, although you can still sec chat it contains only muck and algae. T he room is darker because there is poison suspended in the water. The subtle poison is derived from the sea snake. There is a 75 % chance each that a character notices i1. The full effects take 3-6 rums to reel if the saving throw vs. poison fails. Any character moving inro the room 1s immediately affc.-ctcd. ln two rounds, anyone standing near the door co room 3 is affected by the poison. 5: T HE SOAP ROOM The floor of this room is co"ered wilh white sil1 about two inches deep. The white sill is actually ~oap . If i1 i~ disturbed, rhe room becomes completely ftllcd wich soap in two rounds. After 1ha1, any character in the room begins 10 drown from lack of oxygen in 1he water. 6: ACTDROOM ·rhe room is barren and dean. It has no muck or algae in it. The doorways to this room are magical. The> do not allow tbc acid that fills the room to travel from i1. If deJtxt magic iA cast, the doorways appear as magical. The acid m the room cannot be distinguished from normal water unless a character tries to brealhc it or swim througlt the: room. Each round a character is in the room, he 20 takes 1 ·6 points of acid damage. If he brearnes ns well, he takes an additonal I ·4 points of damage. Mccal dissolves in three rounds, cloth and leather in one round. Magical items ui.kc: two turns to dissolve. Anything that is dissoh•ing looks like it is boiling as the acid eau at it. 7: SINKING CEILING ROOM The room is barren except for muck and algae 1hat cover the floor and walls. The floor is covered with pressure plates starti ng live feet from either door. If the party depresses any plates, the doors begin to close. The panv can ea5ily stop the doors with door spikes or a combined strength of 20. Once the door is closed, 1 he party can oprn it only with a combined strengt.h of 50 or by casting a knock spell upon 1t. On the round the doors close, the ceiling begins to drop two fet:t per round. The ceiling is t 0 feet high so it will kill any characters in the room in five rounds. 8: EMPTY ROOM The room is emply. However. it is magical and glows if dt.•tcct magic is cast upon it. Any spell is negated while in this room. Magic icems, potton eJTec1s, and item eITects are no1 alcered. Treac it as if a dispel magic has been cast b) a 6th level spclJ caster, including thl' 5% chance of failure for each level of difference in spell casting. The only noticeable changes arc tlle loss of spells such as continual light. waccr brearJ1ing, etc. The only other exit from tlus room is Lhe door in tht" north wall. lt leads to a staircase which descends co the next level. 9: FALSE MONSTER The room is bare except for the monstros· ity in the center. Its four b!O<>d-red eyes glare mt1liciously from a head which almost touches the ceiling. Its huge mouth is foll of sharp teeth. Wriggling tentades protrude from the hump on its back. Both feet arc clawed and three-toed. The tail ii. smoo1h and gra)'. The monster is nol therr., it is merely an illusion. Anyone who s<·es it for the first time mus! make a saving t.hrow vs. fear or run from the room. Once a successful saving throw is made, Lhat character is no longer affected by Lh~ illusion.


THEADVENTURE - COLHADOR 10: EMPTY LEDGE Most of the room has fallen over the cliff to the ocean floor. It is now filled with muck and algae. The ledge is empty. If ihe party invesrigates, there is a 1/6 chance that the sea hydrae in Room 12 spots them and auacks. 11: SEA SNAKES' LEDGE Most of the room has fallen over the cliff to the ocean Ooor. It is now filled with muck and algae. The ledge is the residence of seven sea snakes. Thcv make their nest in the muck on the ledg~ tloor. They bite a member of the party only if he stand~ in or otherwise disturbs the mud. Sea snake (7): AC 6; HD 3*; hp 13; MV 90'(30')swimming; #AT I bite; DI• poison; Save F2; ML 7: AL N fhcrc is a 1/3 chance that the sea hydrae from room 12 spo~ the party and attacks if they are in this room. 12: SEA HYDRAES' LAIR One side ofthe room has fallen away over the clifTside. The three remaining walls bold up the ceiling that covers the rest of a hexagonal shaped room. In the back, something stirs the muck. A six-headed sea hydrae has made this partial room its home. ll instantly attacks anything that looks edible. Sea hydrae (1): AC 5; HD 6; hp 20; MV 120'(40') swimming; IAJ' 6 beads; DJ10 each; Save F6; ML l l; AL N The sea hydrac has accumulated 1,000 cp and 2,000 ep in its lair. The copper is hope· lessly rusted into a single large mass. The electrum coins arc salvageable. 13: ENTRANCE ROOM Only a small ponion or one wall of this room is ruined. The room lets in no light from any source. A concinual darkness spell has been cast upon I.his room. Inside arc 20 skeleton s armed with spears. They can magically sec through the darkness. They attack any intruders in the building. Skeletons (20): AC 7; HD 1; hp 5; MY 45' ( 15 ')underwater; #AT I spear; D 1-6; Save Fl; ML 12; AL C The only other exit from this room is a door opposite the hole in the wall. The door is locked. 14: GRAY OOZE LEDGE Most of the room has fallen over the cliff to the ocean floor. It is now tilled with muck. The muck is actually two gray oozes. If the party touches the muck, the gray ooze gets an automatic hit. If the party spends more than two rounds on the ledge, the oozes attack. Gray ooze (2): AC 8; HD 3°; hp 15; MY 10'(3') swimming; #AT l; D 2-16 acid; Save F'2; ML 12; AL N There is a secret door in the back wall leading to room 9 Second Level This level is Inhabited by a variety of creatures whose task it is to discourage visitors. The song of Hadric can be heard at all times on this level, although ii cannot charm because it is too muted by the rock. 15: THE STEAM ROOM The walls are scarred and burnt in many places. The floor has long claw marks carved an inch deep into the stone. Several scattered skeletons lie in the comers. In the centef' of the room sits a huge turtle with a dragon's bead. Steam rises from its snout. There are no visible exits. The dragon turtle is an illusion, but the steam is not. A magical boiler below the room creates steam which is pumped through a pipe into the room. Unless someone gives a command word immediately, a cloud of steam 25 feet long and 20 feet wide is released in the first round of combat. The effect is the same as dragon's breath. Any character caught in the steam and boiling water takes 60 points damage. lf the character makes a saving throw vs. dragon breath, the damage is only 30 points. The illusion races the south door. h only breathes once pc.r entering party. 16: ACCESS CHAMBER This small room has a door in the center of each wall. In the exact center is a stone statue of a fearful triton. lts arms are thrust forward, palms out. The triton is just a statue. If the party carefully examines the statue, a character might notice (113 chance per character examining) 22 that it seems to be reaching out tel push back some unknown horrors from the north and east doors. The statue faces the comer between 1hem. Any character examining the statue will sec its emerald eyes. Ea.ch gem is worth J ,000 gp. The eyes can easily be pried from the statue 17: THE WELL OF HADOR Any character who opens the door to this room is sucked into the well. All other characters in room 16 must make a saving throw vs. paralysis or also be sucked into the well. The walls of the well arc smooth and have no handholds. For a complete descrip1ion of the well and its effects see The Well of Hador at the beginning of this section. 18: THE WHIRLPOOL The entire room is a whirlpool. Any character who opens the door to this room is immediately sucked into it. All other characters in room 16 must make a saving throw vs. paralysis or be sucked into the whirlpool. The whirlpool is a magical creation. It dra'VS everything down to a room on the fourth level of the building. It does 2-12 points or buffeting damage plus the i:harac· ter's armor class. For example, a character wearing chain mail would take 5 extra points of damage for his armor class. 19: FALSE IDOL ROOM Bright, exciting murals cover these walls. Scenes of conquest and grcar rreasures flow from one end to the other. Opposite the door is a large statue or an octopus holding a live-foot wide dish in four of its arms. The body and tentacles gliuer and sparkle as if they were made from a pre· cious metal. The suckers are different colored gems and the eyes are two giant red gems. From behind the octopus statue slither four giant eels. Hadric painted the walls and stone statue and inlayed its glass gems. The fake gold and gems can fool anyone a1 a glance, but not once the statue is examined. There are four giant electric ce.ls in the room. They attack viciously without provoca1ion. Giant electric eels (4): AC 6: HD 6•; hp 32; MV 240'(80') swimming; NKf' I bite• shock; D 3-12 • special: Save F3, ML 9; ALN 20: WERESHARKS' DEN The weresharks that enter room 2 1 make their lair in this room. The only entry to the room is through the secret door in room 21 .


Bones are strewn across lhe floor. Bits and pieces of cloth and wood are scattered ihroughout the room. A wooden chest lies in the corner. It is locked and m good condition despite bemg underwater. ii contains 7 ,000 gp. 2 1: THE SHARKS' DEN The room swanns with brown sharks. Each is five to I 0 feet long. Two other doors across lhc room arc visible through the mass of sharks. The floor is littered with bones There are 12 bull sharks in the room They are fed to keep them alive, but they are kept sligh1ly hungry for aggrcs;,ivencss. On the first round, 2- 12 sharks aua.ck the party. As soon as any blood is shed, the: sharks go into a feeding freJUy, biting at the nearest party member or woundt-d ~hark. The bone1> arc fish, human. and triton. Bull sharks (12): AC 4; HD 2"; hp 9; MV 180'(60') swimming; ilAT I bite or ram; D 2-8 or srun; Save Fl; ML 7; AL N Two rounds after the fr.rst round of combat, cwo mako sharks slip into tht: room from the secret door to room 20. These arc wcresh.arks in their shark form. Any character in rnelee or spell castmg has only a 10% chance of noticing their entrance. Any other characters have a 25% chance of seeing them come m through the ~ecre1 door Wercsharks, mako (2): AC 4, I lD 4: hp 20; MV 180'(60'); MT I bne; D 2-12; Save F4;ML9;ALC The wercsharks attack spell casters before lighring olher characters. They do no1 fall prey to the feeding frenzy of the other ~harks, but strike when and where they want 22: TRITONS' LAIR The walls of this hexagonal room are made of coral of many colors. 1 n the middle of the room arc: two tritons playing a1 some irame. Close by are two spears. These tritons have been spared by Hadric to serve as guardians of his lair They cannot escape the wraiths (room 23) to leave Colha· dor. They actack the party immediately unless any character offers them freedom in exchange for some service. As allies, the tri· toru fight any creatures of the same or fewer hu dice, bUL wW not light undcad. Tritons (2): AC 6; HD s•; hp 20; MV 150'(50')swimming;tAT I spear; D 1-6; Save F5; ML 9; AL N First level spells: magic mis~ile, shield Second level spells: web, knock Third level spells: haste Tucked away behind a coral growth is a bag of holding. fnside Lhc bag arc 2,000 cp, a w&Jnd ofrrap detection, a potion ofgrowth, a small scroll (rcmo1•e cur.sc, raise dead), and a larger scroll (light.niJ1g bolt, knock, chJrm mon· st er). The mtons have been saving magical items thcv take from their victims, hoping that one of Lhcm will help them escape. They know how to use the wand and the bag, bu1 cannot read the scrolls and have: not 1ricd the potion . 23: ENTRY ROOM The room is triangular. 1 here are doors on the nol"th and south corncl'S and a large staircase on the cast end leading up. The walls are carved mto grotesque figures of people dying and ghosts rising from tht> ground. Then~ arc foul" wraiths in this room who attack an)' intruders upon si~hl. Wraith!> (4): AC 3; TID 4 .. , hp 16, MV 240'(80') swimming; NAT l rouch; D 1·6 •energy drain; Save Ft; ML 11, AL C In the sourhem diagonal wall is a secret compamnem. The door is disguised 10 look like pan of the carvings. Inside the companment art" 2,000 gp. 238 : UPPER CAVERN This natural cavern's walls, floor, and ceiling are hopelessly covered with muck, mud, algae, and other plant growths Strands of mosses and muck hang down from the ceiling, some almost to the Ooor The cavem i<i a haven for all varieties of scavengers; blac!.. puddings, gray oozes, green slimes, and ochre jellies. rr a <.haracter touches any surface, it is an automatic hit for a sca,engcr. Use the foJlowing table to determine what sca\•enger tou he~ the character if he should lean against a cavern wall. Uppel" Cavern Encounter Table Roll ld6 1 2-3 4-5 6 Encounter green slime gray ooze ochre jelly black pudding 23 THE ADVENTURE - COLHADOR Green slime (6): AC always hu ; HD 2 .. ; hp 9; MV 3'(1 ') underwarer; IAT I; D special; Save Fl; ML 7, ALL Grny ooze (12): AC 8: HD '3", hp 13; MY 10'(3 ')underwater: I/AT l; D 2-16: Save F2. ML 12: AL N Ochre jelly ( 12): AC 8: HD s•: hp 22: V 30'(10') underwater; #AT I; D 2-12; Save F5: ML 12: AL N Black pudding (6)" AC 6, HD 10": hp 4-5; MV60'(20')undcrwater; #AT l ,D3-24; Save f5; ML 12; AL N Halfway down the tunnel is a large hole in rhe cave floor which opens into room 36. the dragon turtle's cavern. Each round. a scavenger attacks whom- ~·, er is in the cave. There is never more than one anacking sciwenger per partv member. As carh scavenger is destroyed, note the total number of that lype in the cavern. Ir is possi· hie to completely clean it out. rr an area effect spell 18 case, divide the diameter of the spt·U'sclTet.1 by 5. Tht' result. rounded down. is t.he number of scavengers caught in the blas1. For example: An elf rasl.!, a /Jghinmg bolt m the ca,e. Underwater. a lightning bolt docs damage in a sphere 40 fet:1 en diameter (see page 2). Therefore it affects c1gh1 scavengers. Roll ld6 for each ~cavenger and refer to the table below. Remember chat some of these crea1urcs are immune m certain auack forms. Some of them will even multiply. 24: THE SECRET ROOM Al first thts appears to be just a small hole in the di ff face, but it is reaJly a room. The walls arc covered with mystu; symbols and writings. A high vaultcd ceiling rises 20 fce1 from the noor. In the back of the room is a I 6·foot bronze statue of a fire gian1. In the center of its chest i, a sword weldt.'CI lo it:. surfatc. The water in thi~ room feels hot. The statue is really a bronze golt'm. It attacks anyont· who cnlCl"ll Lhe room. Although i1 can '1 swim, its anns are long enough to reach even the highest part oftbe cciJing Uit spurts liquid 'blood' three or more times, the room becomes ~o tilled with steam that the party anacks at -2 on all hit rolls. Even inrravision is affected since the entire room is overheated. The bron:i:c golcm is tn this room to guard rhe sword that is welded to its chest. The sword cannot be removed until the golem is destroyed, The sword then magicall) falls free from the golem's chest.


THEADVENTURE-COLHADOR Bronze golcm (1): AC O; HD 20••; hp 100; MV 90'(30") underwater; lfAT I fist • special; D 3-30 · special; Save FIO; Ml. 12: ALN Hadric fears the sword more than anything. It is a special sword (pg. 60, D&D Expert) crca1ed to slay Hadric. As long as Hadric lives. rhe sword maintains its powers. As soon as Hadric ib destroyed, tht" sword reverts to a sword• I, •3 vs undead. Sword •I , ·3 vs. undead: AL L ; Speech; Intelligence 12; Total willpower 24; ESP: R ead magic; See 1m•is1blc; De1ect evil; Against Hadric only: Extra damage, no combat penally for being underwatt:r Make control checks (pg. 60, D&D Expert) when the owner of the sword tries to leave Colhador or when he is within 50 feet of Hadric. If che owner or the sword is under the inOuencc of a charm spell or the charm song of Hadric, lower Lhc owner's willpower by eight points when making a control t:hcck for Lhe sword. H tbe sword gains control, it will not let Lhc character leave Colhador until either Hadric is dead or its owner is dead. If Lhc character is wuhin 50 feet of the vdya, the sword forces the character to attack. The sword's control iakes prc-cedcnce over the velya's diarm song. Third Level The singing is strnnger on this Je,cJ, although it is still not strong enough to charm. Make a morale check for any tritons that arc with the party. Ir they fail the morale check they flee up the stairs and refuse to go down to the Lhird level. 25: THE SLOW ROOM The corridor ahead ·widens LO 25 fecc in the middle and Lhco narrows to J 5 feet and Lhen 5 feet. There is a door at the other end. At the opposite end of the hall arc two skeletons. Each has four anns and wields a spear in each hand. The center portion of the room is alTccted by a permanent s/owspell. The 1wo skeletons are bone golcms that are immune to the spell. They stand at the far edge of the spell area and wait until the first person is sloweclbefore attacking. lf they are wounded by missile fire before anyone is slowed, they advance: to attack. Booe golems (2): AC 2; HD 6" : hp 28; MV 60' (20') underv. ater: I AT 4 spears: D 1-6 each: Save F3 : ML 12; AL N 26: THE GALLERY There arc a dozen very old statues in the room. Mos• are missing pieces or have cracks running 1hrough them. The siames are placed randomly in 1he room The walls have many empty hooks and rtlSlcd wires hanging from them. There arc eight shadows in the room. They hide behind the statues, which make., 1.hem almost impossible to detect. When Lhe party moves into the room Lhc shadows try to surprise by j umping out from behind the statues. Shadows (8): AC 7, IID 2 • 2•; hp 12; MY 90'(30')swinuning;#AT I 1ouch; D 1-4 • special: Save F2: ML 12: AL C 27: NORT H CAVERN VIEW The room is a shaped like a half sphere. The walls and Ooor a rc perfectly smooth stone. The ~outheastem half oftht" room i!> missing. The walls and Ooor arc broken by a 70-foot-wide chusm. On Lhe far side is an idemical haJr room. Just past the lip of the noor is a gaping hole in the cavern\ roof. The room is empry. However, if tht' characters make too much noise, the dragon turtle 1hat lives in Lhc chilllm attacks the party. The dragon tunle swiftly swims to the edge, hoping for surpise. Roll for surprise for the party but not for the dragon turtle. It does nm breathe on 1he first round. It only breathes if it is severely hun by a single atrack-a light· ning bole, for example. Dragon turtle (I): AC -2; HD 30"; hp 130; MV 90'(30') swimming; #AT 2 claws/I bite; D 1-8 claw/ I 0·60 bite; Save F J 5; ML JO: ALC 24 28: SOUTH CAVERN VIEW The room is s.haped like a half sphere. The waJJs and floor are pcrfenly smoo1h stone. The northwest half of Lhe room is missing. The walls and floor are broken bv a 70- foot-wide chasm. On 1.hc far ~idc is an identical half room. lJthe dragon turtle is still alive, use the direcLioru for room 27 for Lhc encounter. 29: THE WHIRLPOOL The entire room is a whirlpool. Any character who opens the door to this room is immediately sucked into it. All 01her characters in room 30 musr make a saving throw vs. paralysis or be sucked into the whirlpool. The whirlpool is a magical creation. It draws everything down to a room in the fourth level of the building caui.ing L-6 poin1.s of buffeting damage plus the character's armor class. This is one die less damage d1an iflhe party enters 1.hc whirlpool from the level above. 30: ACCESS ROOM ln the bend in the hallway is a small room. le has a single door with a startling mural paimed around it. The wall is paimed to look like Lhe head of a vampire. the door as Lhe mouth . 31: THE DINING ROOM T he singing has stopped, leaving an eerie silence. Rotting nets haog from the ceiling and lie on Lhe Ooor. In the center of the room is a large oak table off'ine craftsmanship, now beginning to decay. Eight chairs surround the table. Each appears tO have been a work of an before the salt water eroded Lhe carving. Two corroded candelabra on the table brush the hanging nets. ln each chair is a skeleton clothed in rot· Ling finery. The skeletons arc merely props in Hadric's lair. A small grate lies on Lhe Ooor under the chair at the head of the 1ablc. It leads to a four-inch-wide drain to the next lower level. Then it goes into the secret tunnel near room 48. The candlabra are made of silver and are worth 5,000 gp each on the open market. H adric knows that the clerics will attempt to tum the skeletons on Lhe f'irst or second round after Lhey enter the room. On Lhe Lhird round after the party enters the room, Hadric enters rh rough the grill as a stream of clouded wateT. He tries to gel behind the cleric or any ocher vulnerable character without being


seen. He reforms into bis humanoid fo rm and attacks, probably with surprise, from behind. As soon as he takes one point of damage, Hadric becomes a stream or water and exfrs lhrough the grate. Hadric can regenerate most fonns of damage by the time the party secs him again . Velya, Hadric (l): AC :J: HD 7••; hp 45; MV 180'(60') underwater; #AT I touch; 0 1·8 •level drain; Save F7; ML 11 ; ALC ring of spell tu ming (5 spells) ring of ce/ekinesis 32: THE HALL OF THE DEAD The odor of decaying llesh is heavy; the room is li1tt:red wi1h corpses. The corpses rise to their feet a~ soon as they are di~­ rurbed and march menacingly toward your party. There arc 40 bodies in the room. Twenty arc ~ombies, 19 are normal dead bodie!>. and one is a wereshark in human form. On the rear wall of the room is a horn made from a large shell. It is a horn of blasting. Zombies (20): AC 8; HD 2; hp 7: MY 30'(10') underwater; fJ AT I claw; D 1-8: Save Fl ; ML 12: AL C Wercshark {I mako shark): AC 4; HD 4; hp 2 1; MV 180'(60'); #AT l bite; D 2-12; Save F'4; ML 7; AL C The wcrcshark preccnds 10 be a corpse while the zombies altacl: the party. When all the zombies are destroyed, the wereshark wa.iu; until he can catch the party unaware, and rhanges into a shark to atlack che parry bv surprise. Every lime the party enters lhis room there arc 20 .:ombies. The room magically rcani· mates new zombies from the corpses. lf lhe wcreshark is killed, it is not reanimateu. .3.3: THE HALL OF CHAINS The walls and floor of the room are scained and cracked. M any tiny points of ligh1 glare from the walls like dozens of pairs or eyes. Weapons and instruments of torture lie scaHcred across the lloor. Six mcnnen •.1n: i1hackled 10 the walls. The tiny points of ligh1 are algae 1ha1 glow in the dark. All the torture devices are broken and cannot be used. T here is an assortment of swords, dagge rs, axes, and spears on the Door. Most arc rusted beyond use. Six of the spears can still be used. When the parry ent1:rs the room, thr mer· men beg to be set free They promise to serve the characters if they are freed. They claim they have been chained here by Hadric and tormented for as long as they can remember. But the menncn are actually polymorphed mako sharks. T hey have no memory of any· thing other than being hdd captive in this room If they a re allowed to, they gather the six spears for weapons. Mermen (6): AC 6: HD 2; hp 18; MV 120'(40')swimming;#AT I spear; 0 l ·b; Save P2; ML 8; AL C Sharks, ma.ko (6): AC 4; HD 4; hp 18: 180 '(60')swimmmg; #AT I bile; 0 2-1 2; Save F2; ML 7; AL N .34: THE HALL OF DECEPTION Koom, the storm giant , lies chained to rhc lloor. His body stretches from one end of the hall to the other. He calls out, "Save me before the life is drained rrom m y body!" He begins to struggle against his bonds. The storm giant is an illusion . The illusion hides a lesser sea serpent which attacks any character that co e~ near it. In it~ belly are live gems and four vials of 1~ tcr breachillg that it swallowed along with a previous viccim. Sea serpent, lesser ( 1): AC 5: HD 6: hp 26: MV 150'(50') underwater; /IAT I bite or I squeeze; 0 2- 12or I-J O; Save F3; ML8; ALN 35: MIRRORED CHAMBER Each wall is wmpletcly covered by a large mirror. The glass hns spots of dirt and algae in many places. making ii easy to detcrmint.' the locarion ol the wa1b. The room is shaped like a hexagon. On one corner is o IO·foo1 npening. Singing drifts through 1he aperture. The room appears to be empty but there an: actually four living crystal statues inside. Ther are transparent in water and remain i,o even when allacking. Any opponents attack them at -4 on hit rolls. They guai:d 1ht> stalr· way to Hadric'o; private c-hambers. On the first round of combat they have auwma1ic surprise. Living statue. crystal(+): AC 4; HD '.i ' ; hp 12; MV 30'(10') underwater: N1ff 2: D I ·6 each; Save F3: ML 11, AL L 36: THE CHASM The ground falls awa> sharply a1 your feet and forms a chasm. The bottom is 50 feet down. To the southwest the rhasm ends 25 THE ADVENTURE • COLHADOR abrupcly. 111 the nonheast it becomes shal· low and eventually bends out of sight. There is a hole in the d1:um wall near 1 he bouom and another overhead in the ccil· ing of tlte cavern. If the party has been reasonably quiet. the dragon turtle sleeping on the chasm lloor docs not sur. If chc charac1ers 1rv to swim to the other side i1 wakes. ln rooms 27 and 28, wh1Spcring docs not wake the dragon tunic, bu1 over lht" chasm an;- sligh1 noise will awaken it The hole in the chasm wall is wht"re ii keeps it's lrca'>ure. Tht' hok Ovt>rhcad leads to room 238 on the second level. There is .i secrc1 door near 1hc lloor in 1he northern portion of the cavern . h connects to 1he sene1 tunnel leading to rh1· prbon cells (4th level) Dragon turtle ( 1 ): AC ·2. 110 30•, hp J 30, MV 90'(30') ~wim g; iAT 2 claws/I bile; D HI claw/ 10-60 bi1c; Save F15: ML 10, AL C 37: T HE CROSSROADS Tbt• room is small, only live feet squa re. There is a small door on each wall. The <;lone walls arc smooth and ph1in This room is highl)' magical . Only onl' door can be open ac a 1ime. l::ven knock spells tan· not open a ~cconcl door if another is already open . T hey can withstand any damaKt" 1ha1 the charaners in flirt and rcmllin intact. If all the doors are closed, flny will open easily to the Louth. Any cha raccer who looks or stands in the room has a l/3 cb.tnce of noticing tht• writing on the ceiling. ft reads: /Jl/11.,, s/111ultiig ul lltc t:roSJrlHldJ, lhert• ore mony cft01'n:.J. On(v onr JMr ul u lime ii Ppen lo /Ju /rattler. The room is just large enough for the enurc party. No combat is possihlc in this room if mon: than 1wo bodies arc inside e~ardless which door the 1>arty opens, the room ii leads to 1s dctcm11ned randomly. The lir..t time 1ht· party tries a door, roU ld3. For all mher tries, roll ld4. The result dciennincs w which ronm 1hc door lra<ls. The same door c-ou lcl lead lO each ofrhe 1hrcc room~ on diffcrenl tric~. Die roll I 2 3 4 Room ~2 33 34 c:orriclor


THEADVENTURE-COLHADOR Fourth Level When rhe party enters this level, secretly make a saving throw for the cbitrm song of the vclya. Note those who fail it. For now there is no noticeable effect. When Hadric attacks the pany, he knows who is charmed and uses them to bis advantage. Until that time, the character is not aware that he is controlled by the velya. Before descending to this level, make another morale check for any tritons that arc with the party. Failure means they refuse to go down to this level and flee up the stairs. U the mermen from room 33 arc with the party, they need not make a morale check. Hadric attacks the party on this level of his lair using guerilla techniques. He appears, fights for a round or two, and disappears. Between attacks he waits long enough to regenerate all damage be can. He will not allow the party to leave bis lair alive if possible. Velya, Hadric (l): AC 3; HD 7••; hp 45; MV 180'(60') underwater; #AT I touch; D 1-8 • level drain; Save F7; ML 11: ALC ring of spell mrning (5 spells) ring of rclekinesis In most rooms there is a 50% chance thar he makes an attack. Some of the room descriptions specify that he does artack or that he won't attack there. His usual method is to enter the room as a cloudy water current and reform behind a party member, the cleric if possible. He may gain surprise. Each time Hadric attacks, he uses a charmed character to help in the attack or to create a diversion so he gains surprise. He breaks off the attack when he has been succcssrully turned or when be has taken 10 or more points of damage. He resumes bis singing after the attack. Make a secret save vs. spells for any character that was charmed before but had it removccl. That character is still susccpLible to Hadric's song. Hadric has 14 manta rays on this level (they normally rest in room 42), and 10 mako sharks to aid in his attacks. He c:an use them ror diversions or as attackers. Hadric may tum IUmself into a manta ray or a shark and auack with the animals. 38: THE THRONE ROOM The large room smells of musty death. Rotted hangings ripple in the currents. The marble floor is laid in a checker board pattern . At the far end of the room arc two thrones, delicately carved and polished. The one on the left is slightly smaller. In each scat is a dark shadowy form. The two shadowy forms are spectres. They are sent by Hadric to guard the encrance to his watery lair. T he spectres attack the party immediately. Unknown to the players, a third spcccre hides behind the hangings directly opposite the staircase. Spectres (3): AC 2: HD 6° 0 ; hp 30, 27, 25; MV 150'(50') underwater; #AT l rouch; D 1-8 • double energy drain ; Save F6; ML ll;ALC Lf the mermen from room 33 encer the throne room, their enchantment is broken and they reven 10 their shark form. Hadric commands them to immediately attack lhe party. Sharks, mako (1-6): AC 4; HD 4; hp 18; 180'(60')swirnming; fU(J' I bite; 0 2- 12; Save F2: ML 7; AL N The thrones' value has been destroyed by lhc salt water. At the bottom of each throne is a secret comparunent. The thrones must be ripped over to get to the compartments. The larger throne's compartment holds a wooden stake and a scroll made from a tough animal hide. It has somehow survived many years underwater. T he scroll reads: The object in the center of the room is the large chandelier that once hung from the 20- fooc high ceiling. IL fell many years ago and is now covered with mud and algae. Twenty· four gem stones worth 1,000 gp each arc sci in the fixture. Under the muck arc twelve skeletons and eight zombies. They try to rise and attack swimming characters by surprise. Any character who swims 10 feet or more above the mud is safe since lhe skeletons and zombies cannot swim. Skeletons (12): AC 7; HD I; hp 4; MV 45'(15') underwater; NAT 1 hand axe; D 1-6; Save Fl: ML 12; AL C Zombies (8): AC 8; HD 2; hp 9; MV 30'(10') underwater; #Kr 1claw;D1-8; Save Ft; ML 12; AL C Anyone who walks through Lhe muck is grabbed by a creature and falls into lhe mud. Once on the ground, the skeletons and zombies try to hold the character down while others claw him. A character can escape his attackers by ma.king a saving throw vs. paralyzation. f lllfl Wriliff1 lo 111w th fo!tm ef "'!I people. My k lPwJ l!rotlter, HaJrU, son ef &Jk, Alu mtJk o pt1d IPil!t en1. He jet1Ts lo Jie onJ llllW lte nmr sltoll. 13ut na1'1er s!tall lte liw. He It.as kt:Qllle o t1e!Jo. !/tt11 wlw m1J ll1is parrhtefll, J11t1w 1/1111 lte must k Jeslr11yeJ lo Slll'f '1tlr ~op/e. 'Drite I/tis ~,, .J/ale flu""!" /tis unJeaJ ltearl. I /lllw ltaJ ti /fl!llJ'f'lt ft1t1eJ '" Ji9!tt ,,,.,,,, me g 1111riho11 ti jll'TU, kl lk d1111tpto11 must k /rue lo WI# ii. It is lt1alm in 11 caw in llte di.If waU near I/tis Jui!J,n9. l/1,1/t !Iris Siford /le mn k tlrr/e,, fo lui aypi. The smaller throne's compartment holds 10 gems, gauntlelll of ogre power, a protection from undcad scroll, a potion of invulnerability and a cursed scroll. If a character looks at the cursed scroll, he must make all saves as if he is a first level character. 39: THE BALL ROOM This room was once beautiful. The brightJy-colored walls are now faded and the paint is peeled in many places. The muck on the floor is knee deep and algae grows on lhc ceiling and walls. A round, circular object Lies covered in mud in the center of the room, its form rising shoulder high in places. 26 40 : THE MUSIC ROOM This room is well-kept. Black curtains hang on all lhe walls, pinned at the floor and ceiling. The floor is smooth, unblemished stone. Seven large harps are placed throughout the room. A variety of musical instruments hang from the walls. This is where Hadric frequently sings his songs. While the pany is in this room, there is no singing, and Hadric attacks. He considers the music room a private area and does not allow people inside. Velya, Hadric (I): AC 3; HD 7 .. ; hp 45; MV 180'(60') swimming; NAT l touch; D 1-8 • energy drain; Save F7; ML 11; AL C ring of spell turning (5 spells) ring of telekinesis


27 THE ADVENTURE • COLHADOR 41: T HE PRISON The walls are rough-hewn stones. Algae grows on Lhc walls and ceiling. A thin layer of mud and muck lies on the floor under gcauered remnants of some furni· ture. The d<>ors are deeply scarred with claw marks. This is the guar() room for 1he prison. There is nothing of value here. 41A·H : THE PRISON CELL S A pile of bones covers the floor in each cell except 4JB. This is all that remains of the prisoners who were here when the city sank beneath the ocean waves. Cell 41 G also holds a wraith. The iron bars of the cells arc so rusted that they give easily lo a combined strength of 15. The wrallh can leave cell 4-tG by floating between Lhe bars. The princess is being held in cell 4 J E. Hadric docs not attack her in combat because she is nor considered a threat. Wraith (1): AC 3; HD 4••; hp 16; MV 120'(40' ) underwater; #Kr I touch; D 1- 6 •energy drain; Save F4; ML 11; AL C 41 8 : T HE SECRET CRYPT The room is dark and foul both 10 the eyes and the nose. A large coffin fills mos1 of the room. Tile room 1s oLhcrwtSC empty. The entrance to cell 41 B is covered by a brick wall. Hadric spcn1 his last days as a living creature in this cell. It is now his secret crypt. Lf his usual crypt in room 42 and the false crypt in room 49 are both purified, he can still rest in this crypt. The only entrance is through the secret tunnel which leads from the cavern to room 42. 42: HADRIC'S CRYPT A vile stench fills the room It is shrouded in tattered black curtains, most of them rotting. A large stone slab occupies one end of tht room. On it is a stone sarcopha· gus. The floor is covered with a thln layer of mud and muck. This is Hadric's crypt and resting place He will attack the party if they enter this room. He docs not manifest himself immediately, but commands the 14 manta rays hidden in the muck to attack fi~l. When the party is occupied by combat, he changes from his watery form to his human form, behind the cleric if possible. Any charmed characters auack the party.


THE ADVENT URE - COLHADOR Manta rays {14): AC 6; HD 4•; hp 18: MV 120'(4-0') swimming; #AT I lail; D J-8 • paralysis; Save F2; ML 7; AL N Yelya, Hadric(I): AC3; HD7""; hp45;MV 180'(60') swimming; llAT l touch: D 1-8 • energy drain; Save F7 ; ML 11; AL C ring of spell wrning (5 spells) ring of telekinesis 43: THE CATACOMBS Green algae hangs like rope from lhis low ceiling. The floor has no layer of muck, unlike most of the rooms. Doors line the walls on both sides. The water currents are very still. These tombs of t.he royal family lie deep under what used to be the palace. The party cannol read the wriring on the lambs. A read magic spell reveals what is written Lhere. 43A: Rilcor, son of Hadlid This tomb is empty. 438 : Hadlid, son of Saloc There is a wight in lhis tomb. Wight ( I): AC 5; HD 3": hp 13; MV 30'( 10') swimming: #AT I touch; D energy drain; Save F3; ML 12; AL C 43C: Thwus, orphan This tomb holds an inanimate skeleton. 430: Alum, wife of Rik.or There is a zombie in this room. Zombie {I): AC 8; HD 2; hp 16; MY 30'{10') underwater; #AT I claw; D 1-8; Save Fl: ML 12; AL C 43E: General Talzo, son of Mcrkad This tomb has a wraith in it. Wraith (1): AC 3: HD 4••: hp 20: M V 120'(40') swimming; /IAT l touch; D 1-6 •energy drain; Save F4; ML I J; AL C 43F: Bralin, wife of Talzo This tomb holds an inanimate skelelon. 43G: TaJzo, son of Talzo There is a very small inanimate skeleton in this tomb. 43H: Orlid, son ofOrlav There is a wight in this tomb. 431: Ythol, foundling There is a zombie in this romb. 43J: Ythim, foundling There is an inanimate mummy in this tomb. 43K: Tirgc, son of Lumc This comb is empty. 44: LORAL, WIFE OF HADOR, QUEEN There is a stone coffin in this room. Inside is a wrapped and preserved body of a woman. It looks very much like a mummy. 45: HADOR, SON OF GORLAB, KING There is a stone cofftn in this tomb. The coffin is empty but there is a spectre behind it. Spectre (l): AC 2; HO 6° •; hp 27; MY l50'(50')swimming; IAT I touch; D 1-8 • double energy drain; Save F6; ML 11; ALC 46: EMPTY CRYPT This crypt is empty and ilS name plate is blank. lt would have been for the next king. 47: WELL OF HADOR This looks like the other tomb entrances in the catacombs. The inscription on it .cads "Well of Hador." Any character within 10 feet of the open door co this tomb is sucked into the well unless he makes a saving throw vs. paralysis. The walls of the well are smooth and there are no handholds. For a complete description of the well and its effeclS sec the beginning of this chapter. 48: WHIRLPOOL The entrance to this room is hidden behind a heavy black hanging. The hang-ing is attached at the ceiling and tied at the Ooor. Behil1d it is an alcove with a single door. The enrire room is a whirlpool. Any character sucked in from a floor above is deposited here. There are two doors leading out of the whirlpool. Hadric is waiting in the alcove for any character that is drawn down to this level. Ir the party enters this room via 28 the secret tunnel or the catacombs, Hadric is not there. Yclya, Hadric (1): AC 3; HD 7 .. ; hp 45; MV 180'(60') underwater; ff.KI' l touch: D 1-S•lcveldrain; Save F7; ML 11 ; ALC ring of spell turning (5 spells) ring of telekinesis Any character who Lries to cross the room to get to the door on the other side must make a saving throw vs. paralysis or take hU armor class in buffeting damage. For example, a thief with an armor class of 5 would take five points of damage if he failed his saving Lhrow while crossing lhis room. The currents are turbulenr enough that combat in this room ha.~ a -4 penalty on all hit rolls. 49: FALSE CRYPT This 1:shaped room contains a large stone coffin on a pedestal. The coffin is ornately carved, showing fanged crearures and gruesome deaths. The walls of this crypt arc inlayed with colored stones to portray the building of an island cicadel and sev· era! great bau les. The door 10 this crypt is larger than the other doors. It is marked "Hadric, son of IIador." Hadric has remodeled this tomb so that it stands out from the rest. lfhis lair is invaded, this crypt appears to be bis own. Inside the coffin is a zombie. The zombie has been made to look like Hadric. It cannot speak or sing. II the velya has taken wounds that it could not regenerate immediately, they are not visible on the zombie. When the coffin lid is opened, the zombie opens its eyes and iu; mouth to show large false fangs. Hadric docs nol attack the party while h is in this crypL lf he is still mobile he plans an ambush as the party is about to leave the lair.


Dolphin \rmor Clas: Hat Diec Move: Attack!>. Damage. No. Appeanng: Save As: Morale: Treasure Type: Ahgnmem: XP value. 5 3 • 180'(60') 1 head buu 2-8 () (1-20) Dwarf: 6 10 Nil Lawful 50 Dolphins are rcl:ued 10 whales, but are much smaller They an: 20 feet lt>ng wirh a smooth hide. OoJphins cannor breathe water and musr come to the surfac.c once every 15 mmutcs for air. They arc intelligent and have: thrir own language:. Dolphins can use tclcparhy with olher dolphin~ 111 a 50 mile range, and they can deu:ct magic underwater (360' range). They hate shark!> .md occas1onaJly au.ick them. Dolphins are the friends of most sailors and have been known to help people in trouble. Dragon Turtle Armor Class: Hu Dice· Move Swimming· Auacb: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment XP value. -2 30 • 30' ( 10') 90'(30') 2 daws/ I bite 1-8 daw/ l 0-60 bite 0 ( 1) Fighter: 15 10 H Chaotic 9,000 Dragon turtles are a magic crossbreed of a dragon and a giant tunll· T hey have the head, hmb!> and uul of a great dragon and the I hard ~hell of a turtle. The~e creatures live m the depths of great oceans and !leas, seldom surfatml( or approaching land. Dra~on turtle~ arc so large that ~ailors have mistakenly landed on ones floating on the surface, thinking the hard sbdl to be 11 small island. The dragon turtle is able to use a breath weapon just like a dragon rt can brcalhe a cloud of s1eam 50 feet long and 40 feet wide. Thts bn:ath weapon does damage like a @ gon, mn1cting hit pornts of dama~e equal he currcm hit points of the dragon tunic an breathe up 10 three times a day. f:lectric Giant Armor Class: 9 6 Hu Dice: 2 • 6. Mo,·e: 120'(•10'} 240'(80') Attacks: I b1te • I bite · shock shock Damage: 1-4 •shock 3-12. shock No. Appearing: 1-3 H Sa'e As: Fighter: I Fighter. 3 Morale: 7 9 Treasure Type: Nil Nil Alignment: Neutral Neutral XP value: 25 jQO An electric eel 1s nine feet long and can give off an elee1ric shock in a radius of 60 fec>t There is no savrng thro" against the shock. but the damage i, based on distance 0'-20' •3-24 21'-4-0'.2-16 4 1, -60' : 1-8 The electric eel can shock once every 1urn 11 i~ immune 10 all forms of electrical attacks. Giant electric eeh can be up 10 20 feet long Though their shocks havt" the same ranges as normal eJcctri< eels, all damages are doubled They are \licious and will a!lack an)·ihmg tha1 threatens 1hem Gargantua Armor Class· Hu Dice: \ love (swimmmg): A11acks: Damage: No. Appearing: Save As: Morale: Treasure Type· Alignment: XP vaJue· 4 15• 90'(30') I tail/ I bite or breath 2-20 /3-18 orsee below 0 (1) Fighter: 7 11 A Neutral 2.300 The gargantua is a g1gan11c fish of the carp family. Ir is 50 feet long with a large tail and a sucker mouth lined with many sharp teeLh. h prowls the ocean floor scavenging for its meals. It frequently devours the contents of sun.ken ships. h~ treasure is found in it~ belly. On a hit roll of20 it will swallo" any opponent less than giant size Each round spent in its stomach docs 2-12 points of acid damage. Ench round it ran strike with its tail and 29 eit11er bite or use its breath \\t"apon (25% chnnre). TI1e breath is a 30 fct't wide and 60 feet long bl[l.)t of waler which kruxi...~ down any opponent and hurb him 100 feet awar The victim 1s allowed a suvc v~. dragon breath . Thr water blast does no damage, howevrr the landing might Sea Horse Armor Class: 7 Hit Dice Mo\•e (swimming): 2, 3 llr 4 210'(70') Mounted: 180'(60') Attacks: Dama gt>: No. Appearing Save A~· Morale: Treasure Typt' Alignment. XP vaJut>: 1 head butt 1-8 O(J-10) Fighter· :l 5 (8 as a moun1) Nil cutral 20, 35 or 75 A sea horse i, I~ feet long and has th« hrad of a horse Thc~l' c reaturcs an: thl' favorite stecd5 of mermrn and tritons In 1lll'i1 nati\e ~tate they have a morale of j, bur a 1ramc-d sea horse ha~ a morale of 8 Wild sea hor.,cs are shy creatures and will not att.u-k unless provoked. Thl'y art' capabh: of moving at double speed for up to 10 rounds bcforr tiring. Giant Jellyfish Armor Class Armor Hit Dit:c: l\love (iloatmg): Attacks: Damage No AppN1ring Save As: Morale Treasure Type: Alignment· XP value Marauder f\lan-0- \.\ ar 9 6 4 • • !) •• 15'(5') 30'(10') 'leniaclcs (st·e below) 1-1 () • paralysis carh 0 (1- 10) 0 ( 1-4) Fighter: 2 Fighrcr· 5 8 C) Nil u cutraJ i\rutral 175 2,100 These huge <:rcatun:s have tentacles up to 100 feet long. T he tentacles look like weeds hanging down into the water, but can slash and paralyze. They ~tay afloat by retnining air in a large bladder which forms the majority of its body. T hey will al"ays be: found near the surface of the sea. The marauder 1s 10 feet across, and h.u 4-0 tentacles; however, 1t can only u~r 1-4 ofrhem against each opponrnt. Each h11 mfl11" 1-10


pomts of damage <IOd the victim mus1 make a saving 1hruw \'S paralysis or be paralrzed for 1·10 round~. The monster garn~ a •4 bonus on all h11 roll~ aga1m1 paralvzed opponents. The man·o·v.ar 1s a larger fom1 of 1hc marauder, 20 feel across. w11h 80 1en1ades. h can attack a single opponent with 1-10 1enta· cl~ ixr round Thr same sa\'lng 1hrow and hit bonuses apply. Manta Ray Norm<1/ G1 • .m1 Armor Clas~. b 6 Hil Dice: " . 10 • Movc l.!0'(40') 180'(60') Attack!>· I 1a1I I buffet/ I 1.ul Damage 1·8 3-1212-20 • p.iraly~is • paralvs1s No Appearing: 1·3 Sa\e l\s Figh1cr: 2 F1gh1er- 5 Morale. 7 7 I Treasurt:' Type Nil \' Alignmrnl '1Jcu1ral Nru1ral XP value 125 1,600 Normal manta rays can grow to be 5e\en fec1 m width and 12 foci in length. The tail on 1hc manta ray ha\ many sharp potbonous spmc:. that can paralyze us v1c11m. A saving throw vs. poison will prevent p.1ralysis When they lie in the sand on the ocean floor 1 hey are comple1dy invisible. Giant manta rays can bt• up to 75 feet long. A giant mania ray is illso invisible when ii lies in sand on the ocean floor. Treasure may often be found inside the creature, because i1 feeds on the ocean Ooor. If can bullet a crea· turc for 3-12 points of damage. Giant Octopus Armor Class· Hit Dice· Nlo\'e Attacks· Damage No. Appearim;: Save As: Morale: Treasure T ype: Ahgnmen1. XP value· 7 8 90'(30') 8 1entadt!-/ I bite l ·3 tentacle~ 1-6 bite 0 ( I ·2) Fi~htcr 4 7 Nil Neutral 650 In combat, a giant oc1opu ~ will squeeze a creature with us tcnrnclcs nnd stab or bite the creature with itS fcnrsomr bcnk Once its tentacles hit in comhat, 1hcy win cons1rict and automatically do I ·3 point) of damage each round. Each tentacle: that hus also r1:duce~ irs victim's chance 10 hn b) I. A charaner ~vcr, a tentacle: when any )in~ c: hit \\ith an c:d~ed weapon does su: or more pomls of damage. Jf combat ii. going ilgatnM 1he 1an1 octopus, it will Oct., Jetting awa) •U 1riplc speed and trailing a large, blad. cloud of ink (40' radius). Sea Serpent Lesser Armor Class: Hi1 Dice. Move: 5 6 Gre;m:r 3 12-15 (swimming): 150'(50') 240. (80,) Auaw: 1 bite or 1 squeeze Damage: 2-1211-10 3-18/2-20 No. Appearing: 0(2-12) 0 (H) Save All: Fighrcr: 3 Fighter 6 Morale 8 9 Treasure Type: Nil Nil Alignment Neutral "lrutral XP value. 275 1, 100·1,350 A sea serpent resembles a long (20 '-30' for lesser serpents, 60' -80' for grca1C'r serpents) giant snake wi1h many fins. A \f'a <1erpen1 may anack a sea craft (25% chance) i1s own size or smaller by loopmg around the boa1 and squeezing (for lesser serpents I· I() point~ of hull damage per round, 2-20 for grcnrt'r sea serpems). lrs normal auack 1s a bite. It can lunge out of the water (20' for lesser ~er· penis, 40' for grearer !lcrpt>nts) when bi1ing crcatun:s on the surface:. Shark Grc:u Bull .\,Jako l--\h11e Armor Class: 4 4 4 Hu Dice· 2 • .. 8 Mo\e: 180' 180' 180' (60') (60') (bO') AnackS". I bite I bite 1 bne Damage: 2-8 2·12 2-20 No. Appearing· 0(3-18) 0 (2·12) 0 (1·4) Save As: Fighter: I 2 4 Morale; 7 7 7 Treasure Type: Nil Nil Nil Alignment: Neutral Neutral Neutral XP value: 25 75 650 _q o Shark~ arc vicious prcdator8 They have litllc intclhgcnc:c and arc unpn:dictablc. They arc attructed to lhe scent of blood within 300 feet which will drive them in10 a fct.'<ling frenzy (they attack but make no morale checks). The)' nuack by making long. curving passes Sharks arc found in salt water. Bull shark: These eight-foot long brown shBJ"k!i will ram Lhcir prey flt'St (save vs. paralysis lasting 3 rounds) to s1un it, and then a11ack 1hc helpless prey the ncx1 round. M ako shark: These 12-feet long sharks arc blue-gray or tan in color \llako sharks an: extremely unpredictable. ignonn'(' swimmers one moment, and then suddenly auaclun~ Great white shark: These arc 30 feel long or laritcr and l{rc). \qth a white underside They have been known to destroy small boats Wercshark: These are mermen. or tritons inflicted with a fonn of lycamhropy v.hich enables rhcm to take the form of a mako shark when they choose, so long a'i it is in darkncs~ When the moon is fun they must change into a shark and will maraude 1hc seas Under this forced chang<", they lose their intelligence and b<·rnme blooclthirsry killers. Unlike a mako shark, wercsharks are intelligent and only magic or ~ilver weapons harm them. On the islands to the south there have been rumors of humans tha1 arc wcrcsharks Wercsharks have treasure type C in 1heir lair They save as a 4th level fighler Were.i;harks huve an XP value of 125 Squid Giant Armor Class: Hit Dice· Move· Artack:s: Damage: No. Appearincr Save As. Mornle: Treasure Type: Alignment: XP value: 7 6 120' (40') 8 temacl~ I bue 1-4 tentacles/ 1-10 b11e O(H) Fighter: 3 7 v Neutral 275 The giant i.quid lives in deep ocean waters, riRing to the surface only to hunt. 11 usually (75%) attacks seamen. but sometimes (25%) alln<'ks 1hc ship itself. Unlike the giant oc10·


pus, it does not anchor itself with tentacles. Against individuals, it attacks with all tentacles for automatic consLriccion damage after each hit. Any of the six lesser tentacles can be severed with a single blow that does six or more points of damage, while the two greater tentacles can only be severed by a blow of 10 points damage or greater. Against a ship it does 1-10 points of hull damage with its two greater tentacles and then attacks with its beak for two points per round. If its morale fails, the squid can flee at triple normal speed and leave great clouds of ink (30' radius, twice per day) to confuse pursuers. Triton Armor Class: Hit Dice: Move (swimming): Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: XP value: 6. 5, or 4 (see below) 5•, 6", or 7" (sec below) 150'(50') 1 weapon by weapon 10-60 Dwarf: 11 9 sec below Neutral 300, 500, or 850 Tritons look very much like mermen. The only differences are cultural (the braiding of their hair, etc). They usually ride sea horses and carry tridents or spears. Like other sea civilizations, they live in large cities on the ocean floor. Tri tons have variable hit dice and abili!les. A Lriton can cast clerical or magicuser spells, but not both. Hit Dice Armor Class 5 6 7 Velya Armor Class: Hit Dice: Move: Attacks: Damage: No. Appearing: Save As: Morale: Treasure Type: Alignment: XP value: 6 5 4 3 Treasure Type F G H 7•• 180' (60') Spell Casring 5th Level 6th Levcl 7th Level I touch or special I -8 or special 0 (1) Fighter: 9 11 F Chaotic 1,250 Vclya are a weak form of underwaler vampire. They are normally accompanied by 1-6 wighcs. They were once surface dwellers so they usually inhabit sunken cities. However, they arc extremely rare; only a few have ever been discovered. Because they are undead they arc unaffected by sleep, charm, and hold spells and can only be hil with magical weapons. A velya can take the form of a blue· skinned human with gills, a great white shark, a manta ray, or water current at will. Each change takes one round. Whatever its form, a velya regenerates 2 hit points per round (except for fire or acid damage) as soon as it is damaged. If a velya is reduced to 0 hit points it does not regenerate, but becomes a water current and flees to its crypt where it must rest the whole day. Fire and acid damage is not regenerated until the vdya rests its crypt. 1n shark or mama ray form, the velya's move, attacks, and damage are those of that animal. The velya's AC, hit dice, morale and saving throws remain unchanged. 1n water form, a velya cannot anack, bul can swim at 180' per tum and is immune to all weapon attacks. Some spells may efTecl it but none can do damage. 1n bu.man form, a velya may attack by song or touch, or may summon other creatures. The touch of a velya inflicts an energy drain (removing one level of experience) in addition to damage. The creature's song can charm (as the spell). Any victim hearing the song must save vs. spells or be charmed. The song can be heard up to a mile away, but it will only ch.ann within 200 feet of the velya. Once a successful saving throw is made, that character is immune to the veJya's song for 24 hours. If the charm is dispelled, the character is still susceptible to the velya 's song until he makes a saving wow. The velyacan summon 3-18 makosharks if they are within one mile. The sharks will arrive in 1-4 rounds if they are close by. Any character slain by a vclya will return from death in three days as a wight under the control of the vclya. A creature can only become a velya through an ancient and forgotten curse. Weaknesses or velya: A velya will not come within 10 feet of a strongly presented holy symbol, although it may move LO auack from another direction. Velya cannot enter the open air or they will inscantly disintegrate. During the day the vclya must rest in a crypt. lf the crypt is blessed (with the clerical spell) the velya can get no rest there. Failure to rest results in 2-16 points or damage: per day. These points are not regenerated until the vclya rests in its crypt a fuJI day. Velya cast no reflection and cast no shadow. 31 A velya can be destroyed by exposing it to air, driving a wooden stake through it while it lies in its crypt, or being turned by a 131h or higher level cleric, however, the die roU for the number of hit dice of undead destroyed must equal or exceed the bit dice of the velya. Whales Kil/ei· Narwhal Sperm Armor Class: 6 7 6 Hit Dice: 6 12 36 ° Move: 240'(80') 180'(60') 180'(60') Attacks: I bite I horn 1 bite Damage: 2-20 2-12 3-60 No. Appearing: 0 ( 1-6) 0 (1-4) 0( 1-3) Save As: Fighter: 3 12 15 Morale: 10 8 7 Treasure Type: Nil Nil Nil Alignment: Neutral Lawful Neutral XP value: 275 1,100 12.000 Killer whale: These arc 25 feet long. Found mainly in cold waters, they live by hunting other sea creatures. Creatures of halOing size or smaller will be swallowed whole if the killer whale scores a 20 on its hit roll. Those swallowed take 1-6 points of damage per round and will drown in 10 rounds unless freed. Narwhal: The 15-foot long, gray to white narwhal, has an 8' long spiral horn on its head (like that of a unicorn). It is an intclli· gent magical creature, very independent and secretive. lt is rumored that their horns vibrate in the presence of evil. Their horns arc wonh from 1,000 to 6,000 gold pieces each for their ivory. Sperm Whale: This huge whale can grow to be 60 ' long. ft preys on the most feared denizens of the deep (such as the giant octopus and giant squid). Man-sized or smaller creatures wiU be swallowed whole on a die roll 1.hat is 4 or more than the score needed 10 hit. A swallowed creature will take 3-18 points of acid damage per round. Sperm whales will sometimes (10%) attack ships, attempting to ram. The whale does 6-36 hull points of damage in a successful ram.


NEW MAGIC ITEMS Potion of swimming: The user may swim in any liquid at lhe rale of 180' (60 '), even if encumbered. The user cannot stnk (or even be pushed below the surface) unless he is carrying over 3,000 encumbrance. The ability to breathe water is not given. The elTects lasr for eight hours. Potion of water breathing: The effccls are identical to the 3rd lcvc:I magic·user spell. Ring of water adaption: This is a ring of den1en1aJ adaption for water. The wearer of this ring can freely breathe, see. and move through water as if it were ai:r. Boat, undersea: This item appears identkal to a standard riverboat (pg. 43, Expert), and can be used as one. Because it i!I magical, its annor class is 4 and it has 40 hull points. No rowers or sailors are required if the command words are known. lt obeys commands to stare, stop, tum to port (left), tum to starboard (right), stop turning (while keeping the same speed), submerge, level off, and surface. When underwater, the boar radiales a water breathing effect protecting all passengers and crew as long as they touch it. The undersea boat can be fitted with grips so that the passengers can avoid drifting away. Spear, returning: This lype of hat,d·hurlcd missile weapon will return to the caster if it misses the target. They are somctLrne~ called "boomerang'' weapons. lfir misses, it l'ClUrns at the end of the round, and may automatically be safely caught by the character throwing it (unless the user is paralyzed , confused, immobile, etc.). If it hits the target, the weapon does not return by itself. This ability is in addition to any hit roll bonuses. PREROLLED CHARACTERS Clas$ Cleric Fighter Magic· Thief Dwarf Elf HalOing User Level 10 l2 Strength 13 14 Intelligence 1 J 9 Wi~dom 16 9 Constilution 14 13 Dexrcrity 10 I() Charisma 10 14 Hit Points 47 70 Armor Class 2 ·I THACO 15/ 13 13/J 2 Cleric: chain mail •1, shield •I, war hammer •2, staff of healing Fight~: plate mail •I, shield •2, sword •I; •2 vs. Lycanthropes, potions: speed. healing Magic·user: dagger, ring of animal control, wand of polymorpli (12 charges). scrolls: water breathiJJg, conjure elemcnUJl, ice .storm 10 8 15 11 11 7 10 26 9 15 II 9 9 8 7 15 12 13 8 7 14 II 12 6 8 12 13 13 9 9 16 II 9 13 9 11 7 9 41 52 33 31 5 I 4 I 13/12 15/13 15/14 14/ 13 Thief: leather •2, sword• I; light spell, ring ofceleJdnesis, potion of healiog Dwarf: chain mail •2, shield• I , axe •2, potions: invulnerability, giant strength Elf: chain mail • J, sword · J; •3 vs. undead, scrolls: procection from elementals, pouon of lwaling Hailling: leather •3, shield •2, dagger • I , bow• I, 20 arrows, ring of spell wming, potion of healing


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